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Raphaël Boige

dblp:344/2133 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2025
0009-0008-2571-3978ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 2 first-author · 6 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
4 papers
Reinforcement learning · 38% Planning, search and constraint satisfaction · 23% Optimization for machine learning · 20%
Theoretical computer science
1 paper
Computational complexity · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search › minimax search
alpha-beta pruning
0.912025
AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms · NeurIPS 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.912025
AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms · NeurIPS 2025
Machine learning › Reinforcement learning › reinforcement learning environment
benchmark environments
0.812024
Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX · ICLR 2024
Machine learning › Optimization for machine learning › stochastic search
population-based methods
0.812024
QDax: A Library for Quality-Diversity and Population-based Algorithms with Hardware Acceleration · J. Mach. Learn. Res. 2024
Machine learning › Optimization for machine learning › evolutionary computation
quality-diversity
0.812024
QDax: A Library for Quality-Diversity and Population-based Algorithms with Hardware Acceleration · J. Mach. Learn. Res. 2024
Machine learning › Reinforcement learning
reinforcement learning environment
0.812024
Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX · ICLR 2024
Machine learning › Reinforcement learning › population-based learning › evolutionary learning › population-based reinforcement learning
evolutionary reinforcement learning
0.712023
Neuroevolution is a Competitive Alternative to Reinforcement Learning for Skill Discovery · ICLR 2023
Machine learning › Deep learning architectures and training › neural network training
neuroevolution
0.712023
Neuroevolution is a Competitive Alternative to Reinforcement Learning for Skill Discovery · ICLR 2023
Machine learning › Reinforcement learning › hierarchical reinforcement learning › skill learning
skill discovery
0.712023
Neuroevolution is a Competitive Alternative to Reinforcement Learning for Skill Discovery · ICLR 2023
Computational complexity
average-case complexity
0.312025
AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms · NeurIPS 2025

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

probabilistic game-tree model · 1.7monte carlo simulation · 1.7neuroevolution · 1.4reinforcement learning · 0.8quality-diversity optimization · 0.8actor-critic · 0.8JAX · 0.8evolutionary algorithm · 0.7
YearPublicationVenuePosition
2025 AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms
abstract
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model’s design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a class of synthetic games generated by a probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependencies, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep game-trees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to that of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a richer, more challenging, and yet tractable model.
Raphaël Boige, Amine M. Boumaza, Bruno Scherrer
NeurIPS1
2024 Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX
abstract
Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.
Clément Bonnet, Daniel Luo, Donal Byrne, Shikha Surana, Sasha Abramowitz, Paul Duckworth, Vincent Coyette, Laurence Illing Midgley, Elshadai Tegegn, Tristan Kalloniatis, Omayma Mahjoub, Matthew Macfarlane, Andries P. Smit, Nathan Grinsztajn, Raphaël Boige, Cemlyn N. Waters, Mohamed A. Mimouni, Ulrich A. Mbou Sob, Ruan de Kock, Siddarth Singh, Daniel Furelos-Blanco, Victor Le, Arnu Pretorius, Alexandre Laterre
ICLR15
2024 QDax: A Library for Quality-Diversity and Population-based Algorithms with Hardware Acceleration
abstract
QDax is an open-source library with a streamlined and modular API for Quality-Diversity (QD) optimisation algorithms in Jax. The library serves as a versatile tool for optimisation purposes, ranging from black-box optimisation to continuous control. QDax offers implementations of popular QD, Neuroevolution, and Reinforcement Learning (RL) algorithms, supported by various examples. All the implementations can be just-in-time compiled with Jax, facilitating efficient execution across multiple accelerators, including GPUs and TPUs. These implementations effectively demonstrate the framework's flexibility and user-friendliness, easing experimentation for research purposes. Furthermore, the library is thoroughly documented and has 93% test coverage.
Félix Chalumeau, Bryan Lim, Raphaël Boige, Maxime Allard, Luca Grillotti, Manon Flageat, Valentin Macé, Guillaume Richard, Arthur Flajolet, Thomas Pierrot, Antoine Cully
J. Mach. Learn. Res.3
2023 Gradient-Informed Quality Diversity for the Illumination of Discrete Spaces
abstract
Quality Diversity (qd) algorithms have been proposed to search for a large collection of both diverse and high-performing solutions instead of a single set of local optima. While early qd algorithms view the objective and descriptor functions as black-box functions, novel tools have been introduced to use gradient information to accelerate the search and improve overall performance of those algorithms over continuous input spaces. However a broad range of applications involve discrete spaces, such as drug discovery or image generation. Exploring those spaces is challenging as they are combinatorially large and gradients cannot be used in the same manner as in continuous spaces. We introduce map-elites with a Gradient-Informed Discrete Emitter (me-gide), which extends qd optimisation with differentiable functions over discrete search spaces. me-gide leverages the gradient information of the objective and descriptor functions with respect to its discrete inputs to propose gradient-informed updates that guide the search towards a diverse set of high quality solutions. We evaluate our method on challenging benchmarks including protein design and discrete latent space illumination and find that our method outperforms state-of-the-art qd algorithms in all benchmarks.
Raphaël Boige, Guillaume Richard, Jérémie Donà, Thomas Pierrot, Antoine Cully
GECCO1
2023 The Quality-Diversity Transformer: Generating Behavior-Conditioned Trajectories with Decision Transformers
abstract
In the context of neuroevolution, Quality-Diversity algorithms have proven effective in generating repertoires of diverse and efficient policies by relying on the definition of a behavior space. A natural goal induced by the creation of such a repertoire is trying to achieve behaviors on demand, which can be done by running the corresponding policy from the repertoire. However, in uncertain environments, two problems arise. First, policies can lack robustness and repeatability, meaning that multiple episodes under slightly different conditions often result in very different behaviors. Second, due to the discrete nature of the repertoire, solutions vary discontinuously. Here we present a new approach to achieve behavior-conditioned trajectory generation based on two mechanisms: First, MAP-Elites Low-Spread (ME-LS), which constrains the selection of solutions to those that are the most consistent in the behavior space. Second, the Quality-Diversity Transformer (QDT), a Transformer-based model conditioned on continuous behavior descriptors, which trains on a dataset generated by policies from a ME-LS repertoire and learns to autoregressively generate sequences of actions that achieve target behaviors. Results show that ME-LS produces consistent and robust policies, and that its combination with the QDT yields a single policy capable of achieving diverse behaviors on demand with high accuracy.
Valentin Macé, Raphaël Boige, Félix Chalumeau, Thomas Pierrot, Guillaume Richard, Nicolas Perrin-Gilbert
GECCO2
2023 Neuroevolution is a Competitive Alternative to Reinforcement Learning for Skill Discovery
Félix Chalumeau, Raphaël Boige, Bryan Lim, Valentin Macé, Maxime Allard, Arthur Flajolet, Antoine Cully, Thomas Pierrot
ICLR2