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Aleksei Petrenko

dblp:267/9701 · DBLP profile ↗
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7ranked-venue papers
2as first author
6since 2021 · last 2025
0000-0003-1035-8025ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 2 first-author · 5 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous 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 · 45% Efficient and distributed learning · 21% Robot manipulation · 14%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.912025
Robust Autonomy Emerges from Self-Play · ICML 2025
Machine learning › Reinforcement learning
policy optimization
0.812024
Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning · ICLR 2024
Machine learning › Reinforcement learning › policy optimization
proximal policy optimization
0.812024
Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning · ICLR 2024
Robotics › Robot manipulation
dexterous manipulation
0.712023
DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023
Robotics › Robot manipulation › dexterous manipulation
in-hand manipulation
0.712023
DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023
Machine learning › Reinforcement learning
deep reinforcement learning
0.512021
Large Batch Simulation for Deep Reinforcement Learning · ICLR 2021
Machine learning › Efficient and distributed learning
distributed training
0.512021
Large Batch Simulation for Deep Reinforcement Learning · ICLR 2021
Robotics › Robot navigation and mapping
embodied AI simulation
0.512021
Megaverse: Simulating Embodied Agents at One Million Experiences per Second · ICML 2021
Machine learning › Efficient and distributed learning › distributed training
asynchronous training
0.412020
Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning · ICML 2020
Machine learning › Reinforcement learning › large-scale reinforcement learning
distributed reinforcement learning
0.412020
Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning · ICML 2020
Robotics › Autonomous driving
perception and planning
0.312025
Robust Autonomy Emerges from Self-Play · ICML 2025
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.212023
DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023

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

batched simulation · 1.4self-play · 0.9evolution strategies · 0.8differentiable quality diversity · 0.8sim-to-real transfer · 0.7pose estimation · 0.7deep reinforcement learning · 0.7simulation · 0.5physics-based simulation · 0.5batch reinforcement learning · 0.5
YearPublicationVenuePosition
2025 Robust Autonomy Emerges from Self-Play
abstract
Self-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale -- 1.6 billion km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subjective driving experience per hour on a single 8-GPU node. The resulting policy achieves state-of-the-art performance on three independent autonomous driving benchmarks. The policy outperforms the prior state of the art when tested on recorded real-world scenarios, amidst human drivers, without ever seeing human data during training. The policy is realistic when assessed against human references and achieves unprecedented robustness, averaging 17.5 years of continuous driving between incidents in simulation.
Marco F. Cusumano-Towner, David Hafner, Alexander Hertzberg, Brody Huval, Aleksei Petrenko, Eugene Vinitsky, Erik Wijmans, Taylor W. Killian, Stuart Bowers, Ozan Sener, Philipp Krähenbühl, Vladlen Koltun
ICML5
2024 Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning
abstract
Training 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
ICLR4
2023 DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality
abstract
Recent work has demonstrated the ability of deep reinforcement learning (RL) algorithms to learn complex robotic behaviours in simulation, including in the domain of multi-fingered manipulation. However, such models can be challenging to transfer to the real world due to the gap between simulation and reality. In this paper, we present our techniques to train a) a policy that can perform robust dexterous manipulation on an anthropomorphic robot hand and b) a robust pose estimator suitable for providing reliable real-time information on the state of the object being manipulated. Our policies are trained to adapt to a wide range of conditions in simulation. Consequently, our vision-based policies significantly outperform the best vision policies in the literature on the same reorientation task and are competitive with policies that are given privileged state information via motion capture systems. Our work reaffirms the possibilities of sim-to-real transfer for dexterous manipulation in diverse kinds of hardware and simulator setups, and in our case, with the Allegro Hand and Isaac Gym GPU-based simulation. Furthermore, it opens up possibilities for researchers to achieve such results with commonly-available, affordable robot hands and cameras. Videos of the resulting policy and supplementary information, including experiments and demos, can be found on the website.
Ankur Handa, Arthur Allshire, Viktor Makoviychuk, Aleksei Petrenko, Ritvik Singh, Jingzhou Liu, Denys Makoviichuk, Karl Van Wyk, Alexander Zhurkevich, Balakumar Sundaralingam, Yashraj Narang
ICRA4
2021 Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems
abstract
Humans and other intelligent animals evolved highly sophisticated perception systems that combine multiple sensory modalities. On the other hand, state-of-the-art artificial agents rely mostly on visual inputs or structured low-dimensional observations provided by instrumented environments. Learning to act based on combined visual and auditory inputs is still a new topic of research that has not been explored beyond simple scenarios. To facilitate progress in this area we introduce a new version of VizDoom simulator to create a highly efficient learning environment that provides raw audio observations. We study the performance of different model architectures in a series of tasks that require the agent to recognize sounds and execute instructions given in natural language. Finally, we train our agent to play the full game of Doom and find that it can consistently defeat a traditional vision-based adversary. We are currently in the process of merging the augmented simulator with the main ViZDoom code repository. Video demonstrations and experiment code can be found at https://sites.google.com/view/sound-rl.
Shashank Hegde, Anssi Kanervisto, Aleksei Petrenko
CoG3
2021 Large Batch Simulation for Deep Reinforcement Learning
Brennan Shacklett, Erik Wijmans, Aleksei Petrenko, Manolis Savva, Dhruv Batra, Vladlen Koltun, Kayvon Fatahalian
ICLR3
2021 Megaverse: Simulating Embodied Agents at One Million Experiences per Second
abstract
We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1,000,000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this high simulation performance by leveraging batched simulation, thereby taking full advantage of the massive parallelism of modern GPUs. We use Megaverse to build a new benchmark that consists of several single-agent and multi-agent tasks covering a variety of cognitive challenges. We evaluate model-free RL on this benchmark to provide baselines and facilitate future research.
Aleksei Petrenko, Erik Wijmans, Brennan Shacklett, Vladlen Koltun
ICML1
2020 Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning
abstract
Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. Github: https://github.com/alex-petrenko/sample-factory
Aleksei Petrenko, Zhehui Huang, Tushar Kumar, Gaurav S. Sukhatme, Vladlen Koltun
ICML1