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Andrew C. Li

dblp:244/1976 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2025
—ORCID · unresolved

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

Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 · 37% Knowledge representation and reasoning · 28% Language models and text generation · 10%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%
Theoretical computer science
1 paper
Automated reasoning and model checking · 100%

Topics — the 13 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › reward design
reward machine
1.622025
Ground-Compose-Reinforce: Grounding Language in Agentic Behaviours using Limited Data · NeurIPS 2025
Reward Machines for Deep RL in Noisy and Uncertain Environments · NeurIPS 2024
Machine learning › Reinforcement learning
partially observable reinforcement learning
1.422024
Reward Machines for Deep RL in Noisy and Uncertain Environments · NeurIPS 2024
Learning Belief Representations for Partially Observable Deep RL · ICML 2023
Natural language and speech › Language models and text generation
instruction following
1.122022
Learning to Follow Instructions in Text-Based Games · NeurIPS 2022
LTL2Action: Generalizing LTL Instructions for Multi-Task RL · ICML 2021
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics › temporal logic
linear temporal logic
1.122022
Learning to Follow Instructions in Text-Based Games · NeurIPS 2022
LTL2Action: Generalizing LTL Instructions for Multi-Task RL · ICML 2021
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics
temporal logic
1.122022
Learning to Follow Instructions in Text-Based Games · NeurIPS 2022
LTL2Action: Generalizing LTL Instructions for Multi-Task RL · ICML 2021
Computer vision › Vision and language › visual grounding
language grounding
0.912025
Ground-Compose-Reinforce: Grounding Language in Agentic Behaviours using Limited Data · NeurIPS 2025
Robotics › Robot manipulation › learning from demonstration
task specification learning
0.912025
Ground-Compose-Reinforce: Grounding Language in Agentic Behaviours using Limited Data · NeurIPS 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
partially observable markov decision process
0.812024
Reward Machines for Deep RL in Noisy and Uncertain Environments · NeurIPS 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning
belief representation
0.712023
Learning Belief Representations for Partially Observable Deep RL · ICML 2023
Machine learning › Reinforcement learning
multi-task reinforcement learning
0.512021
LTL2Action: Generalizing LTL Instructions for Multi-Task RL · ICML 2021
Machine learning › Reinforcement learning
deep reinforcement learning
0.212023
Learning Belief Representations for Partially Observable Deep RL · ICML 2023
Machine learning › Reinforcement learning › reinforcement learning environment
text-based games
0.212022
Learning to Follow Instructions in Text-Based Games · NeurIPS 2022
Machine learning › Trustworthy machine learning
interpretability
0.112021
Interpretable Sequence Classification via Discrete Optimization · AAAI 2021

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

reward machines · 1.6discrete optimization · 1.5reinforcement learning · 1.4finite state automata · 1.0LSTM comparison · 1.0neuro-symbolic learning · 0.9deep RL · 0.8POMDP · 0.8unsupervised learning · 0.7representation learning · 0.7linear temporal logic · 0.6finite-state automata · 0.5
YearPublicationVenuePosition
2025 Ground-Compose-Reinforce: Grounding Language in Agentic Behaviours using Limited Data
abstract
Grounding language in perception and action is a key challenge when building situated agents that can interact with humans, or other agents, via language. In the past, addressing this challenge has required manually designing the language grounding or curating massive datasets that associate language with the environment. We propose Ground-Compose-Reinforce, an end-to-end, neurosymbolic framework for training RL agents directly from high-level task specifications—without manually designed reward functions or other domain-specific oracles, and without massive datasets. These task specifications take the form of Reward Machines, automata-based representations that capture high-level task structure and are in some cases autoformalizable from natural language. Critically, we show that Reward Machines can be grounded using limited data by exploiting compositionality. Experiments in a custom Meta-World domain with only 350 labelled pretraining trajectories show that our framework faithfully elicits complex behaviours from high-level specifications—including behaviours that never appear in pretraining—while non-compositional approaches fail.
Andrew C. Li, Toryn Q. Klassen, Parand A. Alamdari, Sheila A. McIlraith
NeurIPS1
2024 Reward Machines for Deep RL in Noisy and Uncertain Environments
abstract
Reward Machines provide an automaton-inspired structure for specifying instructions, safety constraints, and other temporally extended reward-worthy behaviour. By exposing the underlying structure of a reward function, they enable the decomposition of an RL task, leading to impressive gains in sample efficiency. Although Reward Machines and similar formal specifications have a rich history of application towards sequential decision-making problems, prior frameworks have traditionally ignored ambiguity and uncertainty when interpreting the domain-specific vocabulary forming the building blocks of the reward function. Such uncertainty critically arises in many real-world settings due to factors like partial observability or noisy sensors. In this work, we explore the use of Reward Machines for Deep RL in noisy and uncertain environments. We characterize this problem as a POMDP and propose a suite of RL algorithms that exploit task structure under uncertain interpretation of the domain-specific vocabulary. Through theory and experiments, we expose pitfalls in naive approaches to this problem while simultaneously demonstrating how task structure can be successfully leveraged under noisy interpretations of the vocabulary.
Andrew C. Li, Zizhao Chen, Toryn Q. Klassen, Pashootan Vaezipoor, Rodrigo Toro Icarte, Sheila A. McIlraith
NeurIPS1
2023 Learning Belief Representations for Partially Observable Deep RL
abstract
Many important real-world Reinforcement Learning (RL) problems involve partial observability and require policies with memory. Unfortunately, standard deep RL algorithms for partially observable settings typically condition on the full history of interactions and are notoriously difficult to train. We propose a novel deep, partially observable RL algorithm based on modelling belief states — a technique typically used when solving tabular POMDPs, but that has traditionally been difficult to apply to more complex environments. Our approach simplifies policy learning by leveraging state information at training time, that may not be available at deployment time. We do so in two ways: first, we decouple belief state modelling (via unsupervised learning) from policy optimization (via RL); and second, we propose a representation learning approach to capture a compact set of reward-relevant features of the state. Experiments demonstrate the efficacy of our approach on partially observable domains requiring information seeking and long-term memory.
Andrew C. Li, Toryn Q. Klassen, Rodrigo Toro Icarte, Sheila A. McIlraith
ICML2
2022 Learning to Follow Instructions in Text-Based Games
abstract
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach.
Mathieu Tuli, Andrew C. Li, Pashootan Vaezipoor, Toryn Q. Klassen, Scott Sanner, Sheila A. McIlraith
NeurIPS2
2021 Interpretable Sequence Classification via Discrete Optimization
abstract
Sequence classification is the task of predicting a class label given a sequence of observations. In many applications such as healthcare monitoring or intrusion detection, early classification is crucial to prompt intervention. In this work, we learn sequence classifiers that favour early classification from an evolving observation trace. While many state-of-the-art sequence classifiers are neural networks, and in particular LSTMs, our classifiers take the form of finite state automata and are learned via discrete optimization. Our automata-based classifiers are interpretable---supporting explanation, counterfactual reasoning, and human-in-the-loop modification---and have strong empirical performance. Experiments over a suite of goal recognition and behaviour classification datasets show our learned automata-based classifiers to have comparable test performance to LSTM-based classifiers, with the added advantage of being interpretable.
Maayan Shvo, Andrew C. Li, Rodrigo Toro Icarte, Sheila A. McIlraith
AAAI2
2021 LTL2Action: Generalizing LTL Instructions for Multi-Task RL
abstract
We address the problem of teaching a deep reinforcement learning (RL) agent to follow instructions in multi-task environments. Instructions are expressed in a well-known formal language {–} linear temporal logic (LTL) {–} and can specify a diversity of complex, temporally extended behaviours, including conditionals and alternative realizations. Our proposed learning approach exploits the compositional syntax and the semantics of LTL, enabling our RL agent to learn task-conditioned policies that generalize to new instructions, not observed during training. To reduce the overhead of learning LTL semantics, we introduce an environment-agnostic LTL pretraining scheme which improves sample-efficiency in downstream environments. Experiments on discrete and continuous domains target combinatorial task sets of up to $\sim10^{39}$ unique tasks and demonstrate the strength of our approach in learning to solve (unseen) tasks, given LTL instructions.
Pashootan Vaezipoor, Andrew C. Li, Rodrigo Toro Icarte, Sheila A. McIlraith
ICML2