Demo Data from EDBT 2026 / reviewers in the wild / expert
Aleksei Petrenko
dblp:267/9701
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
0.9 | 1 | 2025 | Robust Autonomy Emerges from Self-Play · ICML 2025 |
Machine learning › Reinforcement learning
policy optimization |
0.8 | 1 | 2024 | Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning · ICLR 2024 |
Machine learning › Reinforcement learning › policy optimization
proximal policy optimization |
0.8 | 1 | 2024 | Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning · ICLR 2024 |
Robotics › Robot manipulation
dexterous manipulation |
0.7 | 1 | 2023 | DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023 |
Robotics › Robot manipulation › dexterous manipulation
in-hand manipulation |
0.7 | 1 | 2023 | DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality · ICRA 2023 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.5 | 1 | 2021 | Large Batch Simulation for Deep Reinforcement Learning · ICLR 2021 |
Machine learning › Efficient and distributed learning
distributed training |
0.5 | 1 | 2021 | Large Batch Simulation for Deep Reinforcement Learning · ICLR 2021 |
Robotics › Robot navigation and mapping
embodied AI simulation |
0.5 | 1 | 2021 | Megaverse: Simulating Embodied Agents at One Million Experiences per Second · ICML 2021 |
Machine learning › Efficient and distributed learning › distributed training
asynchronous training |
0.4 | 1 | 2020 | 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 |
0.4 | 1 | 2020 | Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning · ICML 2020 |
Robotics › Autonomous driving
perception and planning |
0.3 | 1 | 2025 | Robust Autonomy Emerges from Self-Play · ICML 2025 |
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer |
0.2 | 1 | 2023 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Robust Autonomy Emerges from Self-PlayabstractSelf-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 |
ICML | 5 |
| 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 | 4 |
| 2023 | DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to RealityabstractRecent 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 |
ICRA | 4 |
| 2021 | Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory SystemsabstractHumans 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 |
CoG | 3 |
| 2021 | Large Batch Simulation for Deep Reinforcement Learning
Brennan Shacklett, Erik Wijmans, Aleksei Petrenko, Manolis Savva, Dhruv Batra, Vladlen Koltun, Kayvon Fatahalian |
ICLR | 3 |
| 2021 | Megaverse: Simulating Embodied Agents at One Million Experiences per SecondabstractWe 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 |
ICML | 1 |
| 2020 | Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement LearningabstractIncreasing 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 |
ICML | 1 |