EDBT 2026 Demo / reviewers in the wild / expert
Sarah Perrin
dblp:270/3496
· DBLP profile ↗
8ranked-venue papers
3as first author
7since 2021 · last 2025
0000-0002-4488-6689ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 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
8 papers |
Reinforcement learning · 43% Planning, search and constraint satisfaction · 21% Generative modeling · 10% | |
| Computer graphics and multimedia
1 paper |
Audio and music processing · 100% |
Topics — the 20 heaviest of 23, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean field games |
2.1 | 4 | 2022 | Scalable Deep Reinforcement Learning Algorithms for Mean Field Games · ICML 2022 Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 Mean Field Games Flock! The Reinforcement Learning Way · IJCAI 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
fictitious play |
1.0 | 2 | 2022 | Scalable Deep Reinforcement Learning Algorithms for Mean Field Games · ICML 2022 Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications · NeurIPS 2020 |
Machine learning › Generative modeling › diffusion model › guided diffusion
classifier-free guidance |
0.9 | 1 | 2025 | Diversity-Rewarded CFG Distillation · ICLR 2025 |
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | Diversity-Rewarded CFG Distillation · ICLR 2025 |
Machine learning › Efficient and distributed learning › distillation
generative model distillation |
0.9 | 1 | 2025 | Diversity-Rewarded CFG Distillation · ICLR 2025 |
Machine learning › Efficient and distributed learning › model compression
knowledge distillation |
0.9 | 1 | 2025 | On Teacher Hacking in Language Model Distillation · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › language-based planning
LLM-based planning |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
LLM-guided search |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Machine learning › Reinforcement learning
reinforcement learning from human feedback |
0.9 | 1 | 2025 | On Teacher Hacking in Language Model Distillation · ICML 2025 |
Natural language and speech › Language models and text generation › alignment
reward hacking |
0.9 | 1 | 2025 | On Teacher Hacking in Language Model Distillation · ICML 2025 |
Machine learning › Reinforcement learning › reinforcement learning from human feedback › learning from human feedback
RLHF |
0.9 | 1 | 2025 | BOND: Aligning LLMs with Best-of-N Distillation · ICLR 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.7 | 2 | 2022 | Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 Mean Field Games Flock! The Reinforcement Learning Way · IJCAI 2021 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium |
0.6 | 1 | 2022 | Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 |
Machine learning › Reinforcement learning
policy learning |
0.6 | 1 | 2022 | Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 |
Knowledge, reasoning and agents › Multi-agent systems › collective behavior › swarm behavior › collective motion
flocking |
0.5 | 1 | 2021 | Mean Field Games Flock! The Reinforcement Learning Way · IJCAI 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
nash equilibrium convergence |
0.4 | 1 | 2020 | Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications · NeurIPS 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.3 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Audio and music processing
music generation |
0.3 | 1 | 2025 | Diversity-Rewarded CFG Distillation · ICLR 2025 |
Methods — techniques the papers use, named apart from their topics
knowledge distillation · 2.6reinforcement learning · 1.7model merging · 1.7reinforcement learning from human feedback · 1.7fictitious play · 1.1jeffreys divergence · 0.9internal search · 0.9in-context tree generation · 0.9external search · 0.9distribution matching · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Diversity-Rewarded CFG DistillationabstractGenerative models are transforming creative domains such as music generation, with inference-time strategies like Classifier-Free Guidance (CFG) playing a crucial role. However, CFG doubles inference cost while limiting originality and diversity across generated contents. In this paper, we introduce diversity-rewarded CFG distillation, a novel finetuning procedure that distills the strengths of CFG while addressing its limitations. Our approach optimises two training objectives: (1) a distillation objective, encouraging the model alone (without CFG) to imitate the CFG-augmented predictions, and (2) an RL objective with a diversity reward, promoting the generation of diverse outputs for a given prompt. By finetuning, we learn model weights with the ability to generate high-quality and diverse outputs, without any inference overhead. This also unlocks the potential of weight-based model merging strategies: by interpolating between the weights of two models (the first focusing on quality, the second on diversity), we can control the quality-diversity trade-off at deployment time, and even further boost performance. We conduct extensive experiments on the MusicLM text-to-music generative model, where our approach surpasses CFG in terms of quality-diversity Pareto optimality. According to human evaluators, our finetuned-then-merged model generates samples with higher quality-diversity than the base model augmented with CFG. Explore our generations at https://musicdiversity.github.io/. Geoffrey Cideron, Andrea Agostinelli, Johan Ferret, Sertan Girgin, Romuald Elie, Olivier Bachem, Sarah Perrin, Alexandre Ramé |
ICLR | 7 |
| 2025 | BOND: Aligning LLMs with Best-of-N DistillationabstractReinforcement learning from human feedback (RLHF) is a key driver of quality and safety in state-of-the-art large language models.
Yet, a surprisingly simple and strong inference-time strategy is Best-of-N sampling that selects the best generation among N candidates.
In this paper, we propose Best-of-N Distillation (BOND), a novel RLHF algorithm that seeks to emulate Best-of-N but without its significant computational overhead at inference time. Specifically, BOND is a distribution matching algorithm that forces the distribution of generations from the policy to get closer to the Best-of-N distribution. We use the Jeffreys divergence (a linear combination of forward and backward KL) to balance between mode-covering and mode-seeking behavior, and derive an iterative formulation that utilizes a moving anchor for efficiency. We demonstrate the effectiveness of our approach and several design choices through experiments on abstractive summarization and Gemma models. Pier Giuseppe Sessa, Robert Dadashi, Léonard Hussenot, Johan Ferret, Nino Vieillard, Alexandre Ramé, Bobak Shahriari, Sarah Perrin, Abram L. Friesen, Geoffrey Cideron, Sertan Girgin, Piotr Stanczyk, Andrea Michi, Danila Sinopalnikov, Sabela Ramos, Amélie Héliou, Aliaksei Severyn, Matt Hoffman 0001, Nikola Momchev, Olivier Bachem |
ICLR | 8 |
| 2025 | Mastering Board Games by External and Internal Planning with Language ModelsabstractAdvancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications. John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev |
ICML | 6 |
| 2025 | On Teacher Hacking in Language Model DistillationabstractPost-training of language models (LMs) increasingly relies on the following two stages: (i) knowledge distillation, where the LM is trained to imitate a larger teacher LM, and (ii) reinforcement learning from human feedback (RLHF), where the LM is aligned by optimizing a reward model. In the second RLHF stage, a well-known challenge is reward hacking, where the LM over-optimizes the reward model, leading to degraded performance on the true objective, in line with Goodhart’s law. In this paper, we investigate whether a similar phenomenon, that we call teacher hacking, can occur during knowledge distillation. This could arise because the teacher LM is itself an imperfect approximation of the true distribution. To study this, we propose a controlled experimental setup involving: (i) an oracle LM representing the ground-truth distribution, (ii) a teacher LM distilled from the oracle, and (iii) a student LM distilled from the teacher. Our experiments reveal the following insights. When using a fixed offline dataset for distillation, teacher hacking occurs; moreover, we can detect it by observing when the optimization process deviates from polynomial convergence laws. In contrast, employing online data generation techniques effectively mitigates teacher hacking. More precisely, we identify data diversity as the key factor in preventing hacking. Overall, our findings provide a deeper understanding of the benefits and limitations of distillation for building robust LMs. Daniil Tiapkin, Daniele Calandriello, Johan Ferret, Sarah Perrin, Nino Vieillard, Alexandre Ramé, Mathieu Blondel |
ICML | 4 |
| 2022 | Generalization in Mean Field Games by Learning Master PoliciesabstractMean Field Games (MFGs) can potentially scale multi-agent systems to extremely large populations of agents. Yet, most of the literature assumes a single initial distribution for the agents, which limits the practical applications of MFGs. Machine Learning has the potential to solve a wider diversity of MFG problems thanks to generalizations capacities. We study how to leverage these generalization properties to learn policies enabling a typical agent to behave optimally against any population distribution. In reference to the Master equation in MFGs, we coin the term “Master policies” to describe them and we prove that a single Master policy provides a Nash equilibrium, whatever the initial distribution. We propose a method to learn such Master policies. Our approach relies on three ingredients: adding the current population distribution as part of the observation, approximating Master policies with neural networks, and training via Reinforcement Learning and Fictitious Play. We illustrate on numerical examples not only the efficiency of the learned Master policy but also its generalization capabilities beyond the distributions used for training. Sarah Perrin, Mathieu Laurière, Julien Pérolat, Romuald Elie, Matthieu Geist, Olivier Pietquin |
AAAI | 1 |
| 2022 | Scalable Deep Reinforcement Learning Algorithms for Mean Field GamesabstractMean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature. Mathieu Laurière, Sarah Perrin, Sertan Girgin, Paul Muller, Theophile Cabannes, Georgios Piliouras, Julien Pérolat, Romuald Elie, Olivier Pietquin, Matthieu Geist |
ICML | 2 |
| 2021 | Mean Field Games Flock! The Reinforcement Learning WayabstractWe present a method enabling a large number of agents to learn how to flock. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its own acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock’s average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm can learn multi-group or high-dimensional flocking with obstacles. Sarah Perrin, Mathieu Laurière, Julien Pérolat, Matthieu Geist, Romuald Elie, Olivier Pietquin |
IJCAI | 1 |
| 2020 | Fictitious Play for Mean Field Games: Continuous Time Analysis and ApplicationsabstractIn this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise. Sarah Perrin, Julien Pérolat, Mathieu Laurière, Matthieu Geist, Romuald Elie, Olivier Pietquin |
NeurIPS | 1 |