EDBT 2026 Demo / reviewers in the wild / expert
Cong Lu
dblp:31/10768
· DBLP profile ↗
16ranked-venue papers
5as first author
15since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 14 · 4 first-author · 14 since 2021Systems, architecture and hardware · 1 · 1 since 2021Security and privacy · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Automated Design of Agentic SystemsabstractResearchers are investing substantial effort in developing powerful general-purpose agents, wherein Foundation Models are used as modules within agentic systems (e.g. Chain-of-Thought, Self-Reflection, Toolformer). However, the history of machine learning teaches us that hand-designed solutions are eventually replaced by learned solutions. We describe a newly forming research area, Automated Design of Agentic Systems (ADAS), which aims to automatically create powerful agentic system designs, including inventing novel building blocks and/or combining them in new ways. We further demonstrate that there is an unexplored yet promising approach within ADAS where agents can be defined in code and new agents can be automatically discovered by a meta agent programming ever better ones in code. Given that programming languages are Turing Complete, this approach theoretically enables the learning of any possible agentic system: including novel prompts, tool use, workflows, and combinations thereof. We present a simple yet effective algorithm named Meta Agent Search to demonstrate this idea, where a meta agent iteratively programs interesting new agents based on an ever-growing archive of previous discoveries. Through extensive experiments across multiple domains including coding, science, and math, we show that our algorithm can progressively invent agents with novel designs that greatly outperform state-of-the-art hand-designed agents. Importantly, we consistently observe the surprising result that agents invented by Meta Agent Search maintain superior performance even when transferred across domains and models, demonstrating their robustness and generality. Provided we develop it safely, our work illustrates the potential of an exciting new research direction toward automatically designing ever-more powerful agentic systems to benefit humanity. Shengran Hu, Cong Lu, Jeff Clune |
ICLR | 2 |
| 2025 | Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation ModelsabstractGo-Explore is a powerful family of algorithms designed to solve hard-exploration problems built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration (i.e., determine which states to save and explore from, and what actions to consider next), which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these handcrafted heuristics with the intelligence and internalized human notions of interestingness captured by giant pretrained foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g., discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting opportunity to recognize and capitalize on serendipitous discoveries---states encountered during exploration that are valuable in terms of exploration, yet where what makes them interesting was not anticipated by the human user. We evaluate our algorithm on a diverse range of language and vision-based tasks that require search and exploration. Across these tasks, IGE strongly exceeds classic reinforcement learning and graph search baselines, and also succeeds where prior state-of-the-art FM agents like Reflexion completely fail. Overall, Intelligent Go-Explore combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities. All our code is open-sourced at: https://github.com/conglu1997/intelligent-go-explore. Cong Lu, Shengran Hu, Jeff Clune |
ICLR | 1 |
| 2025 | IGDrivSim: A Benchmark for the Imitation Gap in Autonomous DrivingabstractDeveloping autonomous vehicles that can navigate complex environments with human-level safety and efficiency is a central goal in self-driving research. A common approach to achieving this is imitation learning, where agents are trained to mimic human expert demonstrations collected from real- world driving scenarios. However, discrepancies between human perception and the self-driving car's sensors can introduce an imitation gap, leading to imitation learning failures. In this work, we introduce IGDrivSim, a benchmark built on top of the Waymax simulator, designed to investigate the effects of the imitation gap in learning autonomous driving policy from human expert demonstrations. Our experiments show that this perception gap between human experts and selfdriving agents can hinder the learning of safe and effective driving behaviors. We further show that combining imitation with reinforcement learning, using a simple penalty reward for prohibited behaviors, effectively mitigates these failures. All code developed for this work is released as open source1. Clémence Grislain, Risto Vuorio, Cong Lu, Shimon Whiteson |
IROS | 3 |
| 2025 | Ergonomic conscious scheduling of maintenance activities in marine vehicles using an optimized non-dominated sorting genetic algorithm-II - An application of job-shop scheduling
Shaban Usman, Cong Lu |
Eng. Appl. Artif. Intell. | 2 |
| 2024 | Pre-trained Text-to-Image Diffusion Models Are Versatile Representation Learners for ControlabstractEmbodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding—a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark. Gunshi Gupta, Karmesh Yadav, Yarin Gal, Dhruv Batra, Zsolt Kira, Cong Lu, Tim G. J. Rudner |
NeurIPS | 6 |
| 2024 | The Edge-of-Reach Problem in Offline Model-Based Reinforcement LearningabstractOffline reinforcement learning (RL) aims to train agents from pre-collected datasets. However, this comes with the added challenge of estimating the value of behaviors not covered in the dataset. Model-based methods offer a potential solution by training an approximate dynamics model, which then allows collection of additional synthetic data via rollouts in this model. The prevailing theory treats this approach as online RL in an approximate dynamics model, and any remaining performance gap is therefore understood as being due to dynamics model errors. In this paper, we analyze this assumption and investigate how popular algorithms perform as the learned dynamics model is improved. In contrast to both intuition and theory, if the learned dynamics model is replaced by the true error-free dynamics, existing model-based methods completely fail. This reveals a key oversight: The theoretical foundations assume sampling of full horizon rollouts in the learned dynamics model; however, in practice, the number of model-rollout steps is aggressively reduced to prevent accumulating errors. We show that this truncation of rollouts results in a set of edge-of-reach states at which we are effectively "bootstrapping from the void." This triggers pathological value overestimation and complete performance collapse. We term this the edge-of-reach problem. Based on this new insight, we fill important gaps in existing theory, and reveal how prior model-based methods are primarily addressing the edge-of-reach problem, rather than model-inaccuracy as claimed. Finally, we propose Reach-Aware Value Learning (RAVL), a simple and robust method that directly addresses the edge-of-reach problem and hence - unlike existing methods - does not fail as the dynamics model is improved. Since world models will inevitably improve, we believe this is a key step towards future-proofing offline RL. Anya Sims, Cong Lu, Jakob N. Foerster, Yee Whye Teh |
NeurIPS | 2 |
| 2024 | Go-Explore Complex 3-D Game Environments for Automated Reachability TestingabstractModern AAA video games feature huge game levels and maps, which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs, such as the player falling through the floor or being stuck in walls. We propose an approach specifically targeted at reachability bugs in simulated 3-D environments based on the powerful exploration algorithm, Go-Explore, which saves unique checkpoints across the map and then identifies promising ones to explore from. We show that when coupled with simple heuristics derived from the game's navigation mesh, Go-Explore finds challenging bugs and comprehensively explores complex environments without the need for human demonstration or knowledge of the game dynamics. Go-Explore vastly outperforms more complicated baselines including reinforcement learning with intrinsic curiosity in both covering the navigation mesh and number of unique positions across the map discovered. Finally, due to our use of parallel agents, our algorithm can fully cover a vast 1.5 km × 1.5 km game world within 10 h on a single machine making it extremely promising for continuous testing suites. Cong Lu, Raluca Georgescu, Johan Verwey |
IEEE Trans. Games | 1 |
| 2023 | Synthetic Experience ReplayabstractA key theme in the past decade has been that when large neural networks and large datasets combine they can produce remarkable results. In deep reinforcement learning (RL), this paradigm is commonly made possible through experience replay, whereby a dataset of past experiences is used to train a policy or value function. However, unlike in supervised or self-supervised learning, an RL agent has to collect its own data, which is often limited. Thus, it is challenging to reap the benefits of deep learning, and even small neural networks can overfit at the start of training. In this work, we leverage the tremendous recent progress in generative modeling and propose Synthetic Experience Replay (SynthER), a diffusion-based approach to flexibly upsample an agent's collected experience. We show that SynthER is an effective method for training RL agents across offline and online settings, in both proprioceptive and pixel-based environments. In offline settings, we observe drastic improvements when upsampling small offline datasets and see that additional synthetic data also allows us to effectively train larger networks. Furthermore, SynthER enables online agents to train with a much higher update-to-data ratio than before, leading to a significant increase in sample efficiency, without any algorithmic changes. We believe that synthetic training data could open the door to realizing the full potential of deep learning for replay-based RL algorithms from limited data. Finally, we open-source our code at https://github.com/conglu1997/SynthER. Cong Lu, Philip J. Ball, Yee Whye Teh, Jack Parker-Holder |
NeurIPS | 1 |
| 2023 | Detecting Urban Anomalies Using Factor Analysis and One Class Support Vector MachineabstractAbstract The detection of anomalies in spatiotemporal traffic data is not only critical for intelligent transportation systems and public safety but also very challenging. Anomalies in traffic data often exhibit complex forms in two aspects, (i) spatiotemporal complexity (i.e. we need to associate individual locations and time intervals formulating a panoramic view of an anomaly) and (ii) multi-source complexity (i.e. we need an algorithm that can model the anomaly degree of the multiple data sources of different densities, distributions and scales). To tackle these challenges, we proposed a three-step method that uses factor analysis to extract features, then uses the goodness-of-fit test to obtain the anomaly score of a single data point and then uses one class support vector machine to synthesize the anomaly score. Finally, we conduct extensive experiments on real-world trip data include taxi and bike data. And these extensive experiments demonstrate the effectiveness of our proposed approach. Cong Lu, Longji Huang |
Comput. J. | 1 |
| 2022 | Revisiting Design Choices in Offline Model Based Reinforcement Learning
Cong Lu, Philip J. Ball, Jack Parker-Holder, Michael A. Osborne, Stephen J. Roberts |
ICLR | 1 |
| 2021 | Augmented World Models Facilitate Zero-Shot Dynamics Generalization From a Single Offline EnvironmentabstractReinforcement learning from large-scale offline datasets provides us with the ability to learn policies without potentially unsafe or impractical exploration. Significant progress has been made in the past few years in dealing with the challenge of correcting for differing behavior between the data collection and learned policies. However, little attention has been paid to potentially changing dynamics when transferring a policy to the online setting, where performance can be up to 90% reduced for existing methods. In this paper we address this problem with Augmented World Models (AugWM). We augment a learned dynamics model with simple transformations that seek to capture potential changes in physical properties of the robot, leading to more robust policies. We not only train our policy in this new setting, but also provide it with the sampled augmentation as a context, allowing it to adapt to changes in the environment. At test time we learn the context in a self-supervised fashion by approximating the augmentation which corresponds to the new environment. We rigorously evaluate our approach on over 100 different changed dynamics settings, and show that this simple approach can significantly improve the zero-shot generalization of a recent state-of-the-art baseline, often achieving successful policies where the baseline fails. Philip J. Ball, Cong Lu, Jack Parker-Holder, Stephen J. Roberts |
ICML | 2 |
| 2021 | Think Global and Act Local: Bayesian Optimisation over High-Dimensional Categorical and Mixed Search SpacesabstractHigh-dimensional black-box optimisation remains an important yet notoriously challenging problem. Despite the success of Bayesian optimisation methods on continuous domains, domains that are categorical, or that mix continuous and categorical variables, remain challenging. We propose a novel solution—we combine local optimisation with a tailored kernel design, effectively handling high-dimensional categorical and mixed search spaces, whilst retaining sample efficiency. We further derive convergence guarantee for the proposed approach. Finally, we demonstrate empirically that our method outperforms the current baselines on a variety of synthetic and real-world tasks in terms of performance, computational costs, or both. Xingchen Wan, Huong Ha 0001, Bin Xin Ru, Cong Lu, Michael A. Osborne |
ICML | 5 |
| 2021 | Exploration in Approximate Hyper-State Space for Meta Reinforcement LearningabstractTo rapidly learn a new task, it is often essential for agents to explore efficiently - especially when performance matters from the first timestep. One way to learn such behaviour is via meta-learning. Many existing methods however rely on dense rewards for meta-training, and can fail catastrophically if the rewards are sparse. Without a suitable reward signal, the need for exploration during meta-training is exacerbated. To address this, we propose HyperX, which uses novel reward bonuses for meta-training to explore in approximate hyper-state space (where hyper-states represent the environment state and the agent’s task belief). We show empirically that HyperX meta-learns better task-exploration and adapts more successfully to new tasks than existing methods. Luisa M. Zintgraf, Leo Feng, Cong Lu, Maximilian Igl, Kristian Hartikainen, Katja Hofmann, Shimon Whiteson |
ICML | 3 |
| 2021 | On Pathologies in KL-Regularized Reinforcement Learning from Expert DemonstrationsabstractKL-regularized reinforcement learning from expert demonstrations has proved successful in improving the sample efficiency of deep reinforcement learning algorithms, allowing them to be applied to challenging physical real-world tasks. However, we show that KL-regularized reinforcement learning with behavioral reference policies derived from expert demonstrations can suffer from pathological training dynamics that can lead to slow, unstable, and suboptimal online learning. We show empirically that the pathology occurs for commonly chosen behavioral policy classes and demonstrate its impact on sample efficiency and online policy performance. Finally, we show that the pathology can be remedied by non-parametric behavioral reference policies and that this allows KL-regularized reinforcement learning to significantly outperform state-of-the-art approaches on a variety of challenging locomotion and dexterous hand manipulation tasks. Tim G. J. Rudner, Cong Lu, Michael A. Osborne, Yarin Gal, Yee Whye Teh |
NeurIPS | 2 |
| 2021 | VariBAD: Variational Bayes-Adaptive Deep RL via Meta-LearningabstractTrading off exploration and exploitation in an unknown environment is key to maximising expected online return during learning. A Bayes-optimal policy, which does so optimally, conditions its actions not only on the environment state but also on the agent's uncertainty about the environment. Computing a Bayes-optimal policy is however intractable for all but the smallest tasks. In this paper, we introduce variational Bayes-Adaptive Deep RL (variBAD), a way to meta-learn approximately Bayes-optimal policies for complex tasks. VariBAD simultaneously meta-learns a variational auto-encoder to perform approximate inference, and a policy that incorporates task uncertainty directly during action selection by conditioning on both the environment state and the approximate belief. In two toy domains, we illustrate how variBAD performs structured online exploration as a function of task uncertainty. We further evaluate variBAD on MuJoCo tasks widely used in meta-RL and show that it achieves higher online return than existing methods. On the recently proposed Meta-World ML1 benchmark, variBAD achieves state of the art results by a large margin, fully solving two out of the three ML1 tasks for the first time. Luisa M. Zintgraf, Sebastian Schulze, Cong Lu, Leo Feng, Maximilian Igl, Kyriacos Shiarlis, Yarin Gal, Katja Hofmann, Shimon Whiteson |
J. Mach. Learn. Res. | 3 |
| 2009 | A Rare Feature Recognition Approach Based on Fuzzy ART Neural NetworksabstractThis paper proposes an efficient approach to rare feature recognition from a boundary representation solid model with fuzzy ART neural networks. A definition of rare feature is given, the complement coding is used at the preprocessing stage to solve the category proliferation problem, and the normalized input vector which is suitable for the fuzzy ART neural network is adopted to represent the features. To learn the rare feature rapidly, fast learning is adopted in the fuzzy ART neural network. Finally, a case study is given to verify the proposed approach. Jun Zha, Cong Lu, HongGuang Lv |
DASC | 2 |