EDBT 2026 Demo / reviewers in the wild / expert
Matthieu Geist
dblp:38/6508
· DBLP profile ↗
96ranked-venue papers
12as first author
43since 2021 · last 2025
0009-0002-7888-8233ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 90 · 12 first-author · 43 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 4 since 2021Databases, data management, data science and information retrieval · 6 · 1 since 2021Systems, architecture and hardware · 4 · 3 since 2021Computer networks · 1Software engineering, systems software and programming languages · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Self-Improving Robust Preference OptimizationabstractOnline and offline $\mathtt{RLHF}$ methods, such as $\mathtt{PPO}$ and $\mathtt{DPO}$, have been highly successful in aligning AI with human preferences. Despite their success, however, these methods suffer from fundamental limitations: $\mathbf{(a)}$ Models trained with $\mathtt{RLHF}$ can learn from mistakes or negative examples through RL mechanism or contrastive loss during training. However, at inference time, they lack an innate self-improvement mechanism for error corrections. $\mathbf{(b)}$ The optimal solution of existing methods is highly task-dependent, making it difficult for them to generalize to new tasks. To address these challenges, we propose Self-Improving Robust Preference Optimization ($\mathtt{SRPO}$), a practical and mathematically principled offline $\mathtt{RLHF}$ framework. The key idea behind $\mathtt{SRPO}$ is to cast the problem of learning from human preferences as a self-improvement process, mathematically formulated as a min-max objective that jointly optimizes a self-improvement policy and a generative policy in an adversarial fashion. Crucially, the solution for this optimization problem is independent of the training task, which makes it robust to its changes. We then show that this objective can be reformulated as a non-adversarial offline loss, which can be efficiently optimized using standard supervised learning techniques at scale. To demonstrate $\mathtt{SRPO}$’s effectiveness, we evaluate it using AI Win-Rate (WR) against human (GOLD) completions. When tested on the XSum dataset, $\mathtt{SRPO}$ outperforms $\mathtt{DPO}$ by a margin of $\mathbf{15}$% after $5$ self-revisions, achieving an impressive $\mathbf{90}$% WR. Moreover, on the challenging Arena-Hard prompts, $\mathtt{SRPO}$ outperforms both $\mathtt{DPO}$ and $\mathtt{IPO}$ (by $\mathbf{4}$% without revision and $\mathbf{6}$% after a single revision), reaching a $\mathbf{56}$% WR against against $\mathtt{Llama-3.1-8B-Instruct}$. Eugene Choi, Arash Ahmadian, Matthieu Geist, Olivier Pietquin, Mohammad Gheshlaghi Azar |
ICLR | 3 |
| 2025 | ShiQ: Bringing back Bellman to LLMsabstractThe fine-tuning of pre-trained large language models (LLMs) using reinforcement learning (RL) is generally formulated as direct policy optimization. This approach was naturally favored as it efficiently improves a pretrained LLM with simple gradient updates. Another RL paradigm, Q-learning methods, has received far less attention in the LLM community while demonstrating major success in various non-LLM RL tasks. In particular, Q-learning effectiveness stems from its sample efficiency and ability to learn offline, which is particularly valuable given the high computational cost of sampling with LLM. However, naively applying a Q-learning–style update to the model’s logits is ineffective due to the specificity of LLMs. Our contribution is to derive theoretically grounded loss functions from Bellman equations to adapt Q-learning methods to LLMs. To do so, we interpret LLM logits as Q-values and carefully adapt insights from the RL literature to account for LLM-specific characteristics. It thereby ensures that the logits become reliable Q-value estimates. We then use this loss to build a practical algorithm, ShiQ for Shifted-Q, that supports off-policy, token-wise learning while remaining simple to implement. Finally, ShiQ is evaluated on both synthetic data and real-world benchmarks, e.g., UltraFeedback, BFCL-V3, demonstrating its effectiveness in both single-turn and multi-turn LLM settings. Pierre Clavier, Nathan Grinsztajn, Raphaël Avalos, Yannis Flet-Berliac, Irem Ergün, Omar Darwiche Domingues, Olivier Pietquin, Pierre H. Richemond, Florian Strub, Matthieu Geist |
NeurIPS | 10 |
| 2025 | Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation LearningabstractThis paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games.
We show that a new quantity named the *single policy deviation concentrability coefficient* is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an $\varepsilon$-Nash equilibrium with $\mathcal{O}(\varepsilon^{-4})$ expert and oracle queries. The latter bypasses completely the best response oracle at the cost of a worse expert query complexity of order $\mathcal{O}(\varepsilon^{-8})$. Finally, we provide numerical evidence, confirming our theoretical findings. Till Freihaut, Luca Viano, Volkan Cevher, Matthieu Geist, Giorgia Ramponi |
NeurIPS | 4 |
| 2024 | Learning Discrete-Time Major-Minor Mean Field GamesabstractRecent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and cannot model major players that strongly influence other players, severely limiting the class of problems that can be handled. We propose a novel discrete time version of major-minor MFGs (M3FGs), along with a learning algorithm based on fictitious play and partitioning the probability simplex. Importantly, M3FGs generalize MFGs with common noise and can handle not only random exogeneous environment states but also major players. A key challenge is that the mean field is stochastic and not deterministic as in standard MFGs. Our theoretical investigation verifies both the M3FG model and its algorithmic solution, showing firstly the well-posedness of the M3FG model starting from a finite game of interest, and secondly convergence and approximation guarantees of the fictitious play algorithm. Then, we empirically verify the obtained theoretical results, ablating some of the theoretical assumptions made, and show successful equilibrium learning in three example problems. Overall, we establish a learning framework for a novel and broad class of tractable games. Kai Cui 0001, Gökçe Dayanikli, Mathieu Laurière, Matthieu Geist, Olivier Pietquin, Heinz Koeppl |
AAAI | 4 |
| 2024 | Contrastive Policy Gradient: Aligning LLMs on sequence-level scores in a supervised-friendly fashionabstractYannis Flet-Berliac, Nathan Grinsztajn, Florian Strub, Eugene Choi, Bill Wu, Chris Cremer, Arash Ahmadian, Yash Chandak, Mohammad Gheshlaghi Azar, Olivier Pietquin, Matthieu Geist. Proceedings of the 2024 Conference on Empirical Methods in Natural Language Processing. 2024. Yannis Flet-Berliac, Nathan Grinsztajn, Florian Strub, Eugene Choi, Bill Wu, Chris Cremer, Arash Ahmadian, Yash Chandak, Mohammad Gheshlaghi Azar, Olivier Pietquin, Matthieu Geist |
EMNLP | 11 |
| 2024 | On-Policy Distillation of Language Models: Learning from Self-Generated MistakesabstractKnowledge distillation (KD) is widely used for compressing a teacher model to reduce its inference cost and memory footprint, by training a smaller student model. However, current KD methods for auto-regressive sequence models suffer from distribution mismatch between output sequences seen during training and those generated by the student during inference. To address this issue, we introduce Generalized Knowledge Distillation (GKD). Instead of solely relying on a fixed set of output sequences, GKD trains the student on its self-generated output sequences by leveraging feedback from the teacher on such sequences. Unlike supervised KD approaches, GKD also offers the flexibility to employ alternative loss functions between the student and teacher, which can be useful when the student lacks the expressivity to mimic the teacher's distribution. Furthermore, GKD facilitates the seamless integration of distillation with RL fine-tuning (RLHF). We demonstrate the efficacy of GKD for distilling auto-regressive T5 language models on summarization, translation, and arithmetic reasoning tasks. Rishabh Agarwal, Nino Vieillard, Yongchao Zhou, Piotr Stanczyk, Sabela Ramos, Matthieu Geist, Olivier Bachem |
ICLR | 6 |
| 2024 | Closing the Gap between TD Learning and Supervised Learning - A Generalisation Point of ViewabstractSome reinforcement learning (RL) algorithms have the capability of recombining together pieces of previously seen experience to solve a task never seen before during training. This oft-sought property is one of the few ways in which dynamic programming based RL algorithms are considered different from supervised learning (SL) based RL algorithms. Yet, recent RL methods based on off-the-shelf SL algorithms achieve excellent results without an explicit mechanism for stitching; it remains unclear whether those methods forgo this important stitching property. This paper studies this question in the setting of goal-reaching problems. We show that the desirable stitching property corresponds to a form of generalization: after training on a distribution of (state, goal) pairs, one would like to evaluate on (state, goal) pairs not seen together in the training data. Our analysis shows that this sort of generalization is different from i.i.d. generalization. This connection between stitching and generalization reveals why we should not expect existing RL methods based on SL to perform stitching, even in the limit of large datasets and models. We experimentally validate this result on carefully constructed datasets.
This connection suggests a simple remedy, the same remedy for improving generalization in supervised learning: data augmentation. We propose a naive temporal data augmentation approach and demonstrate that adding it to RL methods based on SL enables them to successfully stitch together experience, so that they succeed in navigating between states and goals unseen together during training. Raj Ghugare, Matthieu Geist, Glen Berseth, Benjamin Eysenbach |
ICLR | 2 |
| 2024 | MusicRL: Aligning Music Generation to Human PreferencesabstractWe propose MusicRL, the first music generation system finetuned from human feedback. Appreciation of text-to-music models is particularly subjective since the concept of musicality as well as the specific intention behind a caption are user-dependent (e.g. a caption such as “upbeat workout music” can map to a retro guitar solo or a technopop beat). Not only this makes supervised training of such models challenging, but it also calls for integrating continuous human feedback in their post-deployment finetuning. MusicRL is a pretrained autoregressive MusicLM model of discrete audio tokens finetuned with reinforcement learning to maximize sequence-level rewards. We design reward functions related specifically to text-adherence and audio quality with the help from selected raters, and use those to finetune MusicLM into MusicRL-R. We deploy MusicLM to users and collect a substantial dataset comprising 300,000 pairwise preferences. Using Reinforcement Learning from Human Feedback (RLHF), we train MusicRL-U, the first text-to-music model that incorporates human feedback at scale. Human evaluations show that both MusicRL-R and MusicRL-U are preferred to the baseline. Ultimately, MusicRL-RU combines the two approaches and results in the best model according to human raters. Ablation studies shed light on the musical attributes influencing human preferences, indicating that text adherence and quality only account for a part of it. This underscores the prevalence of subjectivity in musical appreciation and calls for further involvement of human listeners in the finetuning of music generation models. Samples can be found at google-research.github.io/seanet/musiclm/rlhf/. Geoffrey Cideron, Sertan Girgin, Mauro Verzetti, Damien Vincent, Matej Kastelic, Zalan Borsos, Brian McWilliams, Victor Ungureanu, Olivier Bachem, Olivier Pietquin, Matthieu Geist, Léonard Hussenot, Neil Zeghidour, Andrea Agostinelli |
ICML | 11 |
| 2024 | Nash Learning from Human FeedbackabstractReinforcement learning from human feedback (RLHF) has emerged as the main paradigm for aligning large language models (LLMs) with human preferences. Traditionally, RLHF involves the initial step of learning a reward model from pairwise human feedback, i.e., expressed as preferences between pairs of text generations. Subsequently, the LLM's policy is fine-tuned to maximize the reward through a reinforcement learning algorithm. In this study, we introduce an alternative pipeline for the fine-tuning of LLMs using pairwise human feedback. Our approach entails the initial learning of a pairwise preference model, which is conditioned on two inputs (instead of a single input in the case of a reward model) given a prompt, followed by the pursuit of a policy that consistently generates responses preferred over those generated by any competing policy, thus defining the Nash equilibrium of this preference model. We term this approach Nash learning from human feedback (NLHF). In the context of a tabular policy representation, we present a novel algorithmic solution, Nash-MD, founded on the principles of mirror descent. This algorithm produces a sequence of policies, with the last iteration converging to the regularized Nash equilibrium. Additionally, we explore parametric representations of policies and introduce gradient descent algorithms for deep-learning architectures. We illustrate the effectiveness of our approach by presenting experimental results on a text summarization task. We believe NLHF offers a compelling avenue for fine-tuning LLMs and enhancing the alignment of LLMs with human preferences. Rémi Munos, Michal Valko, Daniele Calandriello, Mohammad Gheshlaghi Azar, Mark Rowland 0001, Zhaohan Guo, Yunhao Tang, Matthieu Geist, Thomas Mesnard, Côme Fiegel, Andrea Michi, Marco Selvi, Sertan Girgin, Nikola Momchev, Olivier Bachem, Daniel J. Mankowitz, Doina Precup, Bilal Piot |
ICML | 8 |
| 2024 | DRIFT: Deep Reinforcement Learning for Intelligent Floating Platforms TrajectoriesabstractThis investigation introduces a novel deep reinforcement learning-based suite to control floating platforms in both simulated and real-world environments. Floating platforms serve as versatile test-beds to emulate microgravity environments on Earth, useful to test autonomous navigation systems for space applications. Our approach addresses the system and environmental uncertainties in controlling such platforms by training policies capable of precise maneuvers amid dynamic and unpredictable conditions. Leveraging Deep Reinforcement Learning (DRL) techniques, our suite achieves robustness, adaptability, and good transferability from simulation to reality. Our deep reinforcement learning framework provides advantages such as fast training times, large-scale testing capabilities, rich visualization options, and ROS bindings for integration with real-world robotic systems. Being open access, our suite serves as a comprehensive platform for practitioners who want to replicate similar research in their own simulated environments and labs. Matteo El Hariry, Antoine Richard 0001, Vivek Muralidharan, Matthieu Geist, Miguel A. Olivares-Méndez |
IROS | 4 |
| 2024 | Near-Optimal Distributionally Robust Reinforcement Learning with General $L_p$ NormsabstractTo address the challenges of sim-to-real gap and sample efficiency in reinforcement learning (RL), this work studies distributionally robust Markov decision processes (RMDPs) --- optimize the worst-case performance when the deployed environment is within an uncertainty set around some nominal MDP. Despite recent efforts, the sample complexity of RMDPs has remained largely undetermined. While the statistical implications of distributional robustness in RL have been explored in some specific cases, the generalizability of the existing findings remains unclear, especially in comparison to standard RL. Assuming access to a generative model that samples from the nominal MDP, we examine the sample complexity of RMDPs using a class of generalized $L_p$ norms as the 'distance' function for the uncertainty set, under two commonly adopted $sa$-rectangular and $s$-rectangular conditions. Our results imply that RMDPs can be more sample-efficient to solve than standard MDPs using generalized $L_p$ norms in both $sa$- and $s$-rectangular cases, potentially inspiring more empirical research.
We provide a near-optimal upper bound and a matching minimax lower bound for the $sa$-rectangular scenarios. For $s$-rectangular cases, we improve the state-of-the-art upper bound and also derive a lower bound using $L_\infty$ norm that verifies the tightness. Pierre Clavier, Laixi Shi, Erwan Le Pennec, Eric Mazumdar, Adam Wierman, Matthieu Geist |
NeurIPS | 6 |
| 2024 | Periodic agent-state based Q-learning for POMDPsabstractThe standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies. Amit Sinha, Matthieu Geist, Aditya Mahajan |
NeurIPS | 2 |
| 2024 | Imitating Language via Scalable Inverse Reinforcement LearningabstractThe majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training. Markus Wulfmeier, Michael Bloesch, Nino Vieillard, Arun Ahuja, Jörg Bornschein, Sandy H. Huang, Artem Sokolov 0001, Matt Barnes 0001, Guillaume Desjardins, Alex Bewley, Sarah Bechtle, Jost Tobias Springenberg, Nikola Momchev, Olivier Bachem, Matthieu Geist, Martin A. Riedmiller |
NeurIPS | 15 |
| 2024 | Time-Constrained Robust MDPsabstractRobust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates.
Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions.
This assumption, rarely fulfilled in practice, leads to overly conservative policies.
To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL.
We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks.
Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks.
This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications. Adil Zouitine, David Bertoin, Pierre Clavier, Matthieu Geist, Emmanuel Rachelson |
NeurIPS | 4 |
| 2024 | Towards Minimax Optimality of Model-based Robust Reinforcement LearningabstractWe study the sample complexity of obtaining an $\epsilon$-optimal policy in Robust discounted Markov Decision Processes (RMDPs), given only access to a generative model of the nominal kernel. This problem is widely studied in the non-robust case, and it is known that any planning approach applied to an empirical MDP estimated with $\tilde{\mathcal{O}}(\frac{H^3 |S||A|}{\epsilon^2})$ samples provides an $\epsilon$-optimal policy, which is minimax optimal. Results in the robust case are much more scarce. For $sa$- (resp $s$-) rectangular uncertainty sets, until recently the best-known sample complexity was $\tilde{\mathcal{O}}(\frac{H^4 |S|^2|A|}{\epsilon^2})$ (resp. $\tilde{\mathcal{O}}(\frac{H^4 | S |^2| A |^2}{\epsilon^2})$), for specific algorithms and when the uncertainty set is based on the total variation (TV), the KL or the Chi-square divergences. In this paper, we consider uncertainty sets defined with an $L_p$-ball (recovering the TV case), and study the sample complexity of any planning algorithm (with high accuracy guarantee on the solution) applied to an empirical RMDP estimated using the generative model. In the general case, we prove a sample complexity of $\tilde{\mathcal{O}}(\frac{H^4 | S || A |}{\epsilon^2})$ for both the $sa$- and $s$-rectangular cases (improvements of $| S |$ and $| S || A |$ respectively). When the size of the uncertainty is small enough, we improve the sample complexity to $\tilde{\mathcal{O}}(\frac{H^3 | S || A | }{\epsilon^2})$, recovering the lower-bound for the non-robust case for the first time and a robust lower-bound. Finally, we also introduce simple and efficient algorithms for solving the studied $L_p$ robust MDPs. Pierre Clavier, Erwan Le Pennec, Matthieu Geist |
UAI | 3 |
| 2023 | Factually Consistent Summarization via Reinforcement Learning with Textual Entailment FeedbackabstractPaul Roit, Johan Ferret, Lior Shani, Roee Aharoni, Geoffrey Cideron, Robert Dadashi, Matthieu Geist, Sertan Girgin, Leonard Hussenot, Orgad Keller, Nikola Momchev, Sabela Ramos Garea, Piotr Stanczyk, Nino Vieillard, Olivier Bachem, Gal Elidan, Avinatan Hassidim, Olivier Pietquin, Idan Szpektor. Proceedings of the 61st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2023. Paul Roit, Johan Ferret, Lior Shani, Roee Aharoni, Geoffrey Cideron, Robert Dadashi, Matthieu Geist, Sertan Girgin, Léonard Hussenot, Orgad Keller, Nikola Momchev, Sabela Ramos, Piotr Stanczyk, Nino Vieillard, Olivier Bachem, Gal Elidan, Avinatan Hassidim, Olivier Pietquin, Idan Szpektor |
ACL (1) | 7 |
| 2023 | Extreme Q-Learning: MaxEnt RL without Entropy
Divyansh Garg, Joey Hejna, Matthieu Geist, Stefano Ermon |
ICLR | 3 |
| 2023 | A Connection between One-Step RL and Critic Regularization in Reinforcement LearningabstractAs with any machine learning problem with limited data, effective offline RL algorithms require careful regularization to avoid overfitting. One class of methods, known as one-step RL, perform just one step of policy improvement. These methods, which include advantage-weighted regression and conditional behavioral cloning, are thus simple and stable, but can have limited asymptotic performance. A second class of methods, known as critic regularization, perform many steps of policy improvement with a regularized objective. These methods typically require more compute but have appealing lower-bound guarantees. In this paper, we draw a connection between these methods: applying a multi-step critic regularization method with a regularization coefficient of 1 yields the same policy as one-step RL. While our theoretical results require assumptions (e.g., deterministic dynamics), our experiments nevertheless show that our analysis makes accurate, testable predictions about practical offline RL methods (CQL and one-step RL) with commonly-used hyperparameters. Benjamin Eysenbach, Matthieu Geist, Sergey Levine, Ruslan Salakhutdinov |
ICML | 2 |
| 2023 | Regularization and Variance-Weighted Regression Achieves Minimax Optimality in Linear MDPs: Theory and PracticeabstractMirror descent value iteration (MDVI), an abstraction of Kullback-Leibler (KL) and entropy-regularized reinforcement learning (RL), has served as the basis for recent high-performing practical RL algorithms. However, despite the use of function approximation in practice, the theoretical understanding of MDVI has been limited to tabular Markov decision processes (MDPs). We study MDVI with linear function approximation through its sample complexity required to identify an $\varepsilon$-optimal policy with probability $1-\delta$ under the settings of an infinite-horizon linear MDP, generative model, and G-optimal design. We demonstrate that least-squares regression weighted by the variance of an estimated optimal value function of the next state is crucial to achieving minimax optimality. Based on this observation, we present Variance-Weighted Least-Squares MDVI (VWLS-MDVI), the first theoretical algorithm that achieves nearly minimax optimal sample complexity for infinite-horizon linear MDPs. Furthermore, we propose a practical VWLS algorithm for value-based deep RL, Deep Variance Weighting (DVW). Our experiments demonstrate that DVW improves the performance of popular value-based deep RL algorithms on a set of MinAtar benchmarks. Toshinori Kitamura, Tadashi Kozuno, Yunhao Tang, Nino Vieillard, Michal Valko, Jincheng Mei, Pierre Ménard, Mohammad Gheshlaghi Azar, Rémi Munos, Olivier Pietquin, Matthieu Geist, Csaba Szepesvári, Wataru Kumagai, Yutaka Matsuo |
ICML | 12 |
| 2023 | Policy Mirror Ascent for Efficient and Independent Learning in Mean Field GamesabstractMean-field games have been used as a theoretical tool to obtain an approximate Nash equilibrium for symmetric and anonymous $N$-player games. However, limiting applicability, existing theoretical results assume variations of a “population generative model”, which allows arbitrary modifications of the population distribution by the learning algorithm. Moreover, learning algorithms typically work on abstract simulators with population instead of the $N$-player game. Instead, we show that $N$ agents running policy mirror ascent converge to the Nash equilibrium of the regularized game within $\widetilde{\mathcal{O}}(\varepsilon^{-2})$ samples from a single sample trajectory without a population generative model, up to a standard $\mathcal{O}(\frac{1}{\sqrt{N}})$ error due to the mean field. Taking a divergent approach from the literature, instead of working with the best-response map we first show that a policy mirror ascent map can be used to construct a contractive operator having the Nash equilibrium as its fixed point. We analyze single-path TD learning for $N$-agent games, proving sample complexity guarantees by only using a sample path from the $N$-agent simulator without a population generative model. Furthermore, we demonstrate that our methodology allows for independent learning by $N$ agents with finite sample guarantees. Batuhan Yardim, Semih Cayci, Matthieu Geist, Niao He |
ICML | 3 |
| 2023 | Pose-graph SLAM Using Multi-order Ultrasonic Echoes and Beamforming for Long-range Inspection RobotsabstractThis paper presents a Graph-based Simultaneous Localization And Mapping (GraphSLAM) approach for a robotic system relying on the reflections of ultrasonic guided waves to enable long-range inspection tasks on plate-based metal structures. A measurement model that can leverage multi-order acoustic echoes is introduced for accurate localization, and beamforming is used for mapping the boundaries of individual metal panels. These two elements are subsequently integrated within a nonlinear least squares optimizer to solve the full offline SLAM problem. We experimentally evaluate the potential of this approach in a laboratory environment. We observe the improved localization accuracy of the multi-order echo model compared to a second model, from previous works, that relies solely on first-order echoes. We also show that the proposed approach can yield accurate SLAM results, hence showcasing the standalone capability of ultrasonic-based GraphSLAM for envisioned long-range inspection applications. Othmane-Latif Ouabi, Neil Zeghidour, Nico F. Declercq, Matthieu Geist, Cédric Pradalier |
ICRA | 4 |
| 2023 | Policy Gradient for Rectangular Robust Markov Decision ProcessesabstractPolicy gradient methods have become a standard for training reinforcement learning agents in a scalable and efficient manner. However, they do not account for transition uncertainty, whereas learning robust policies can be computationally expensive. In this paper, we introduce robust policy gradient (RPG), a policy-based method that efficiently solves rectangular robust Markov decision processes (MDPs). We provide a closed-form expression for the worst occupation measure. Incidentally, we find that the worst kernel is a rank-one perturbation of the nominal. Combining the worst occupation measure with a robust Q-value estimation yields an explicit form of the robust gradient. Our resulting RPG can be estimated from data with the same time complexity as its non-robust equivalent. Hence, it relieves the computational burden of convex optimization problems required for training robust policies by current policy gradient approaches. Navdeep Kumar, Esther Derman, Matthieu Geist, Kfir Y. Levy, Shie Mannor |
NeurIPS | 3 |
| 2023 | On Imitation in Mean-field GamesabstractWe explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent IL, particularly when both the reward function and the transition kernel depend on the population distribution. In this paper, departing from the existing literature on IL for MFGs, we introduce a new solution concept called the Nash imitation gap. Then we show that when only the reward depends on the population distribution, IL in MFGs can be reduced to single-agent IL with similar guarantees. However, when the dynamics is population-dependent, we provide a novel upper-bound that suggests IL is harder in this setting. To address this issue, we propose a new adversarial formulation where the reinforcement learning problem is replaced by a mean-field control (MFC) problem, suggesting progress in IL within MFGs may have to build upon MFC. Giorgia Ramponi, Pavel Kolev, Olivier Pietquin, Niao He, Mathieu Laurière, Matthieu Geist |
NeurIPS | 6 |
| 2023 | The Curious Price of Distributional Robustness in Reinforcement Learning with a Generative ModelabstractThis paper investigates model robustness in reinforcement learning (RL) via the framework of distributionally robust Markov decision processes (RMDPs). Despite recent efforts, the sample complexity of RMDPs is much less understood regardless of the uncertainty set in use; in particular, there exist large gaps between existing upper and lower bounds, and it is unclear if distributional robustness bears any statistical implications when benchmarked against standard RL. In this paper, assuming access to a generative model, we derive the sample complexity of RMDPs---when the uncertainty set is measured via either total variation or $\chi^2$ divergence over the full range of uncertainty levels---using a model-based algorithm called distributionally robust value iteration, and develop minimax lower bounds to benchmark its tightness. Our results not only strengthen the prior art in both directions of upper and lower bounds, but also deliver surprising messages that learning RMDPs is not necessarily easier or more difficult than standard MDPs. In the case of total variation, we establish the minimax-optimal sample complexity of RMDPs which is always smaller than that of standard MDPs. In the case of $\chi^2$ divergence, we establish the sample complexity of RMDPs that is tight up to polynomial factors of the effective horizon, and grows linearly with respect to the uncertainty level when it approaches infinity. Laixi Shi, Gen Li 0005, Yuting Wei 0001, Yuxin Chen 0002, Matthieu Geist, Yuejie Chi |
NeurIPS | 5 |
| 2023 | Offline Reinforcement Learning with On-Policy Q-Function Regularization
Laixi Shi, Robert Dadashi, Yuejie Chi, Pablo Samuel Castro, Matthieu Geist |
ECML/PKDD (4) | 5 |
| 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 | 5 |
| 2022 | Offline Reinforcement Learning as Anti-explorationabstractOffline Reinforcement Learning (RL) aims at learning an optimal control from a fixed dataset, without interactions with the system. An agent in this setting should avoid selecting actions whose consequences cannot be predicted from the data. This is the converse of exploration in RL, which favors such actions. We thus take inspiration from the literature on bonus-based exploration to design a new offline RL agent. The core idea is to subtract a prediction-based exploration bonus from the reward, instead of adding it for exploration. This allows the policy to stay close to the support of the dataset and practically extends some previous pessimism-based offline RL methods to a deep learning setting with arbitrary bonuses. We also connect this approach to a more common regularization of the learned policy towards the data. Instantiated with a bonus based on the prediction error of a variational autoencoder, we show that our simple agent is competitive with the state of the art on a set of continuous control locomotion and manipulation tasks. Shideh Rezaeifar, Robert Dadashi, Nino Vieillard, Léonard Hussenot, Olivier Bachem, Olivier Pietquin, Matthieu Geist |
AAAI | 7 |
| 2022 | A general class of surrogate functions for stable and efficient reinforcement learningabstractCommon policy gradient methods rely on the maximization of a sequence of surrogate functions. In recent years, many such surrogate functions have been proposed, most without strong theoretical guarantees, leading to algorithms such as TRPO, PPO, or MPO. Rather than design yet another surrogate function, we instead propose a general framework (FMA-PG) based on functional mirror ascent that gives rise to an entire family of surrogate functions. We construct surrogate functions that enable policy improvement guarantees, a property not shared by most existing surrogate functions. Crucially, these guarantees hold regardless of the choice of policy parameterization. Moreover, a particular instantiation of FMA-PG recovers important implementation heuristics (e.g., using forward vs reverse KL divergence) resulting in a variant of TRPO with additional desirable properties. Via experiments on simple reinforcement learning problems, we evaluate the algorithms instantiated by FMA-PG. The proposed framework also suggests an improved variant of PPO, whose robustness and efficiency we empirically demonstrate on the MuJoCo suite. Sharan Vaswani, Olivier Bachem, Simone Totaro, Matthieu Geist, Marlos C. Machado, Pablo Samuel Castro, Nicolas Le Roux |
AISTATS | 6 |
| 2022 | Implicitly Regularized RL with Implicit Q-valuesabstractThe $Q$-function is a central quantity in many Reinforcement Learning (RL) algorithms for which RL agents behave following a (soft)-greedy policy w.r.t. to $Q$. It is a powerful tool that allows action selection without a model of the environment and even without explicitly modeling the policy. Yet, this scheme can only be used in discrete action tasks, with small numbers of actions, as the softmax over actions cannot be computed exactly otherwise. More specifically, the usage of function approximation to deal with continuous action spaces in modern actor-critic architectures intrinsically prevents the exact computation of a softmax. We propose to alleviate this issue by parametrizing the $Q$-function implicitly, as the sum of a log-policy and a value function. We use the resulting parametrization to derive a practical off-policy deep RL algorithm, suitable for large action spaces, and that enforces the softmax relation between the policy and the $Q$-value. We provide a theoretical analysis of our algorithm: from an Approximate Dynamic Programming perspective, we show its equivalence to a regularized version of value iteration, accounting for both entropy and Kullback-Leibler regularization, and that enjoys beneficial error propagation results. We then evaluate our algorithm on classic control tasks, where its results compete with state-of-the-art methods. Nino Vieillard, Marcin Andrychowicz, Anton Raichuk, Olivier Pietquin, Matthieu Geist |
AISTATS | 5 |
| 2022 | Continuous Control with Action Quantization from DemonstrationsabstractIn this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup. We provide a website with interactive videos: https://google-research.github.io/aquadem/ and make the code available: https://github.com/google-research/google-research/tree/master/aquadem. Robert Dadashi, Léonard Hussenot, Damien Vincent, Sertan Girgin, Anton Raichuk, Matthieu Geist, Olivier Pietquin |
ICML | 6 |
| 2022 | Large Batch Experience ReplayabstractSeveral algorithms have been proposed to sample non-uniformly the replay buffer of deep Reinforcement Learning (RL) agents to speed-up learning, but very few theoretical foundations of these sampling schemes have been provided. Among others, Prioritized Experience Replay appears as a hyperparameter sensitive heuristic, even though it can provide good performance. In this work, we cast the replay buffer sampling problem as an importance sampling one for estimating the gradient. This allows deriving the theoretically optimal sampling distribution, yielding the best theoretical convergence speed. Elaborating on the knowledge of the ideal sampling scheme, we exhibit new theoretical foundations of Prioritized Experience Replay. The optimal sampling distribution being intractable, we make several approximations providing good results in practice and introduce, among others, LaBER (Large Batch Experience Replay), an easy-to-code and efficient method for sampling the replay buffer. LaBER, which can be combined with Deep Q-Networks, distributional RL agents or actor-critic methods, yields improved performance over a diverse range of Atari games and PyBullet environments, compared to the base agent it is implemented on and to other prioritization schemes. Thibault Lahire, Matthieu Geist, Emmanuel Rachelson |
ICML | 2 |
| 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 | 11 |
| 2022 | Combined Grid and Feature-based Mapping of Metal Structures with Ultrasonic Guided WavesabstractThe ultrasonic mapping of plate-based facilities is an essential step towards the robotic inspection of large metal structures such as storage tanks or ship hulls. This work proposes a novel framework that exploits ultrasonic echoes to recover grid-based and feature-based spatial representations jointly. We aim to improve on a previous mapping method [1] subject to errors due to interference, and which provides plate geometry estimates without uncertainty assessment. The grid can represent, all along the mapping process, both areas identified as inside or outside the current plate and areas whose state is still unknown, making it is suitable e.g. for detecting a change of plate, or for use in a later active-sensing strategy. We also leverage the resulting spatial information to filter out candidate plate edges that are no longer relevant, mitigating the detrimental effect of interference. We test the approach in simulation, with acoustic data acquired manually and with a real robot. Results show that it is effective for building combined map representations and robust to echo misdetection, contrary to a more standard mapping approach. Othmane-Latif Ouabi, Ayoub Ridani, Pascal Pomarede, Neil Zeghidour, Nico F. Declercq, Matthieu Geist, Cédric Pradalier |
ICRA | 6 |
| 2022 | Learning Energy Networks with Generalized Fenchel-Young LossesabstractEnergy-based models, a.k.a. energy networks, perform inference by optimizing an energy function, typically parametrized by a neural network. This allows one to capture potentially complex relationships between inputs andoutputs.To learn the parameters of the energy function, the solution to thatoptimization problem is typically fed into a loss function.The key challenge for training energy networks lies in computing loss gradients,as this typically requires argmin/argmax differentiation.In this paper, building upon a generalized notion of conjugate function,which replaces the usual bilinear pairing with a general energy function,we propose generalized Fenchel-Young losses, a natural loss construction forlearning energy networks. Our losses enjoy many desirable properties and theirgradients can be computed efficiently without argmin/argmax differentiation.We also prove the calibration of their excess risk in the case of linear-concaveenergies. We demonstrate our losses on multilabel classification and imitation learning tasks. Mathieu Blondel, Felipe Llinares-López, Robert Dadashi, Léonard Hussenot, Matthieu Geist |
NeurIPS | 5 |
| 2021 | What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study
Marcin Andrychowicz, Anton Raichuk, Piotr Stanczyk, Manu Orsini, Sertan Girgin, Raphaël Marinier, Léonard Hussenot, Matthieu Geist, Olivier Pietquin, Marcin Michalski, Sylvain Gelly, Olivier Bachem |
ICLR | 8 |
| 2021 | Primal Wasserstein Imitation Learning
Robert Dadashi, Léonard Hussenot, Matthieu Geist, Olivier Pietquin |
ICLR | 3 |
| 2021 | Adversarially Guided Actor-Critic
Yannis Flet-Berliac, Johan Ferret, Olivier Pietquin, Philippe Preux, Matthieu Geist |
ICLR | 5 |
| 2021 | Offline Reinforcement Learning with Pseudometric LearningabstractOffline Reinforcement Learning methods seek to learn a policy from logged transitions of an environment, without any interaction. In the presence of function approximation, and under the assumption of limited coverage of the state-action space of the environment, it is necessary to enforce the policy to visit state-action pairs close to the support of logged transitions. In this work, we propose an iterative procedure to learn a pseudometric (closely related to bisimulation metrics) from logged transitions, and use it to define this notion of closeness. We show its convergence and extend it to the function approximation setting. We then use this pseudometric to define a new lookup based bonus in an actor-critic algorithm: PLOFF. This bonus encourages the actor to stay close, in terms of the defined pseudometric, to the support of logged transitions. Finally, we evaluate the method on hand manipulation and locomotion tasks. Robert Dadashi, Shideh Rezaeifar, Nino Vieillard, Léonard Hussenot, Olivier Pietquin, Matthieu Geist |
ICML | 6 |
| 2021 | Hyperparameter Selection for Imitation LearningabstractWe address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10’000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function. Léonard Hussenot, Marcin Andrychowicz, Damien Vincent, Robert Dadashi, Anton Raichuk, Sabela Ramos, Nikola Momchev, Sertan Girgin, Raphaël Marinier, Lukasz Stafiniak, Manu Orsini, Olivier Bachem, Matthieu Geist, Olivier Pietquin |
ICML | 13 |
| 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 | 4 |
| 2021 | Twice regularized MDPs and the equivalence between robustness and regularizationabstractRobust Markov decision processes (MDPs) aim to handle changing or partially known system dynamics. To solve them, one typically resorts to robust optimization methods. However, this significantly increases computational complexity and limits scalability in both learning and planning. On the other hand, regularized MDPs show more stability in policy learning without impairing time complexity. Yet, they generally do not encompass uncertainty in the model dynamics. In this work, we aim to learn robust MDPs using regularization. We first show that regularized MDPs are a particular instance of robust MDPs with uncertain reward. We thus establish that policy iteration on reward-robust MDPs can have the same time complexity as on regularized MDPs. We further extend this relationship to MDPs with uncertain transitions: this leads to a regularization term with an additional dependence on the value function. We finally generalize regularized MDPs to twice regularized MDPs (R${}^2$ MDPs), i.e., MDPs with $\textit{both}$ value and policy regularization. The corresponding Bellman operators enable developing policy iteration schemes with convergence and robustness guarantees. It also reduces planning and learning in robust MDPs to regularized MDPs. Esther Derman, Matthieu Geist, Shie Mannor |
NeurIPS | 2 |
| 2021 | There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement LearningabstractWe propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory events in chronological order. Intuitively, pairs of events that are always observed in the same order are likely to be separated by an irreversible sequence of actions. Conveniently, learning the temporal order of events can be done in a fully self-supervised way, which we use to estimate the reversibility of actions from experience, without any priors.We propose two different strategies that incorporate reversibility in RL agents, one strategy for exploration (RAE) and one strategy for control (RAC). We demonstrate the potential of reversibility-aware agents in several environments, including the challenging Sokoban game. In synthetic tasks, we show that we can learn control policies that never fail and reduce to zero the side-effects of interactions, even without access to the reward function. Nathan Grinsztajn, Johan Ferret, Olivier Pietquin, Philippe Preux, Matthieu Geist |
NeurIPS | 5 |
| 2021 | What Matters for Adversarial Imitation Learning?abstractAdversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are rarely tested all together in rigorous empirical studies.It is therefore difficult to discuss and understand what choices, among the high-level algorithmic options as well as low-level implementation details, matter. To tackle this issue, we implement more than 50 of these choices in a generic adversarial imitation learning frameworkand investigate their impacts in a large-scale study (>500k trained agents) with both synthetic and human-generated demonstrations. We analyze the key results and highlight the most surprising findings. Manu Orsini, Anton Raichuk, Léonard Hussenot, Damien Vincent, Robert Dadashi, Sertan Girgin, Matthieu Geist, Olivier Bachem, Olivier Pietquin, Marcin Andrychowicz |
NeurIPS | 7 |
| 2020 | On the Convergence of Model Free Learning in Mean Field GamesabstractLearning by experience in Multi-Agent Systems (MAS) is a difficult and exciting task, due to the lack of stationarity of the environment, whose dynamics evolves as the population learns. In order to design scalable algorithms for systems with a large population of interacting agents (e.g., swarms), this paper focuses on Mean Field MAS, where the number of agents is asymptotically infinite. Recently, a very active burgeoning field studies the effects of diverse reinforcement learning algorithms for agents with no prior information on a stationary Mean Field Game (MFG) and learn their policy through repeated experience. We adopt a high perspective on this problem and analyze in full generality the convergence of a fictitious iterative scheme using any single agent learning algorithm at each step. We quantify the quality of the computed approximate Nash equilibrium, in terms of the accumulated errors arising at each learning iteration step. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in a continuous action-space environment, where the approximate best response of the iterative fictitious play scheme is computed with a deep RL algorithm. Romuald Elie, Julien Pérolat, Mathieu Laurière, Matthieu Geist, Olivier Pietquin |
AAAI | 4 |
| 2020 | Deep Conservative Policy IterationabstractConservative Policy Iteration (CPI) is a founding algorithm of Approximate Dynamic Programming (ADP). Its core principle is to stabilize greediness through stochastic mixtures of consecutive policies. It comes with strong theoretical guarantees, and inspired approaches in deep Reinforcement Learning (RL). However, CPI itself has rarely been implemented, never with neural networks, and only experimented on toy problems. In this paper, we show how CPI can be practically combined with deep RL with discrete actions, in an off-policy manner. We also introduce adaptive mixture rates inspired by the theory. We experiment thoroughly the resulting algorithm on the simple Cartpole problem, and validate the proposed method on a representative subset of Atari games. Overall, this work suggests that revisiting classic ADP may lead to improved and more stable deep RL algorithms. Nino Vieillard, Olivier Pietquin, Matthieu Geist |
AAAI | 3 |
| 2020 | Foolproof Cooperative LearningabstractThis paper extends the notion of learning algorithms and learning equilibriums from repeated games theory to stochastic games. We introduce Foolproof Cooperative Learning (FCL), an algorithm that converges to an equilibrium strategy that allows cooperative strategies in self-play setting while being not exploitable by selfish learners. By construction, FCL is a learning equilibrium for repeated symmetric games. We illustrate the behavior of FCL on symmetric matrix and grid games, and its robustness to selfish learners. Alexis Jacq, Julien Pérolat, Matthieu Geist, Olivier Pietquin |
ACML | 3 |
| 2020 | Momentum in Reinforcement LearningabstractWe adapt the optimization’s concept of momentum to reinforcement learning. Seeing the state-action value functions as an anlog to the gradients in optimization, we interpret momentum as an average of consecutive $q$-functions. We derive Momentum Value Iteration (MoVI), a variation of Value iteration that incorporates this momentum idea. Our analysis shows that this allows MoVI to average errors over successive iterations. We show that the proposed approach can be readily extended to deep learning. Specifically,we propose a simple improvement on DQN based on MoVI, and experiment it on Atari games. Nino Vieillard, Bruno Scherrer, Olivier Pietquin, Matthieu Geist |
AISTATS | 4 |
| 2020 | Image-Based Place Recognition on Bucolic Environment Across Seasons From Semantic Edge DescriptionabstractMost of the research effort on image-based place recognition is designed for urban environments. In bucolic environments such as natural scenes with low texture and little semantic content, the main challenge is to handle the variations in visual appearance across time such as illumination, weather, vegetation state or viewpoints. The nature of the variations is different and this leads to a different approach to describing a bucolic scene. We introduce a global image description computed from its semantic and topological information. It is built from the wavelet transforms of the image's semantic edges. Matching two images is then equivalent to matching their semantic edge transforms. This method reaches state-of-the-art image retrieval performance on two multi-season environment-monitoring datasets: the CMU-Seasons and the Symphony Lake dataset. It also generalizes to urban scenes on which it is on par with the current baselines NetVLAD and DELF. Assia Benbihi, Stéphanie Arravechia, Matthieu Geist, Cédric Pradalier |
ICRA | 3 |
| 2020 | Self-Attentional Credit Assignment for Transfer in Reinforcement LearningabstractThe ability to transfer knowledge to novel environments and tasks is a sensible desiderata for general learning agents. Despite the apparent promises, transfer in RL is still an open and little exploited research area. In this paper, we take a brand-new perspective about transfer: we suggest that the ability to assign credit unveils structural invariants in the tasks that can be transferred to make RL more sample-efficient. Our main contribution is SECRET, a novel approach to transfer learning for RL that uses a backward-view credit assignment mechanism based on a self-attentive architecture. Two aspects are key to its generality: it learns to assign credit as a separate offline supervised process and exclusively modifies the reward function. Consequently, it can be supplemented by transfer methods that do not modify the reward function and it can be plugged on top of any RL algorithm. Johan Ferret, Raphaël Marinier, Matthieu Geist, Olivier Pietquin |
IJCAI | 3 |
| 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 | 4 |
| 2020 | Leverage the Average: an Analysis of KL Regularization in Reinforcement LearningabstractRecent Reinforcement Learning (RL) algorithms making use of Kullback-Leibler (KL) regularization as a core component have shown outstanding performance. Yet, only little is understood theoretically about why KL regularization helps, so far. We study KL regularization within an approximate value iteration scheme and show that it implicitly averages q-values. Leveraging this insight, we provide a very strong performance bound, the very first to combine two desirable aspects: a linear dependency to the horizon (instead of quadratic) and an error propagation term involving an averaging effect of the estimation errors (instead of an accumulation effect). We also study the more general case of an additional entropy regularizer. The resulting abstract scheme encompasses many existing RL algorithms. Some of our assumptions do not hold with neural networks, so we complement this theoretical analysis with an extensive empirical study. Nino Vieillard, Tadashi Kozuno, Bruno Scherrer, Olivier Pietquin, Rémi Munos, Matthieu Geist |
NeurIPS | 6 |
| 2020 | Munchausen Reinforcement LearningabstractBootstrapping is a core mechanism in Reinforcement Learning (RL). Most algorithms, based on temporal differences, replace the true value of a transiting state by their current estimate of this value. Yet, another estimate could be leveraged to bootstrap RL: the current policy. Our core contribution stands in a very simple idea: adding the scaled log-policy to the immediate reward. We show that, by slightly modifying Deep Q-Network (DQN) in that way provides an agent that is competitive with the state-of-the-art Rainbow on Atari games, without making use of distributional RL, n-step returns or prioritized replay. To demonstrate the versatility of this idea, we also use it together with an Implicit Quantile Network (IQN). The resulting agent outperforms Rainbow on Atari, installing a new State of the Art with very little modifications to the original algorithm. To add to this empirical study, we provide strong theoretical insights on what happens under the hood -- implicit Kullback-Leibler regularization and increase of the action-gap. Nino Vieillard, Olivier Pietquin, Matthieu Geist |
NeurIPS | 3 |
| 2019 | Deep Reinforcement Learning-based Continuous Control for Multicopter SystemsabstractIn this paper we apply deep reinforcement learning techniques on a multicopter for learning a stable hovering task in a continuous state action environment. We present a framework based on OpenAI GYM, Gazebo, Robotic Operating System and RotorS MAV simulator, used for successfully training different agents to perform various tasks. The deep reinforcement learning method used for the training is a model-free, on-policy, actor-critic based algorithm called Trust Region Policy Optimization (TRPO). Two neural networks have been used as nonlinear function approximators. Our experiments show that such learning approach achieves successful results, and facilitates the process of controller design. Anush Manukyan, Miguel A. Olivares-Méndez, Matthieu Geist, Holger Voos |
CoDIT | 3 |
| 2019 | ELF: Embedded Localisation of Features in Pre-Trained CNNabstractThis paper introduces a novel feature detector based only on information embedded inside a CNN trained on standard tasks (e.g. classification). While previous works already show that the features of a trained CNN are suitable descriptors, we show here how to extract the feature locations from the network to build a detector. This information is computed from the gradient of the feature map with respect to the input image. This provides a saliency map with local maxima on relevant keypoint locations. Contrary to recent CNN-based detectors, this method requires neither supervised training nor finetuning. We evaluate how repeatable and how `matchable' the detected keypoints are with the repeatability and matching scores. Matchability is measured with a simple descriptor introduced for the sake of the evaluation. This novel detector reaches similar performances on the standard evaluation HPatches dataset, as well as comparable robustness against illumination and viewpoint changes on Webcam and photo-tourism images. These results show that a CNN trained on a standard task embeds feature location information that is as relevant as when the CNN is specifically trained for feature detection. Assia Benbihi, Matthieu Geist, Cédric Pradalier |
ICCV | 2 |
| 2019 | A Theory of Regularized Markov Decision ProcessesabstractMany recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent. Matthieu Geist, Bruno Scherrer, Olivier Pietquin |
ICML | 1 |
| 2019 | Learning from a LearnerabstractIn this paper, we propose a novel setting for Inverse Reinforcement Learning (IRL), namely "Learning from a Learner" (LfL). As opposed to standard IRL, it does not consist in learning a reward by observing an optimal agent but from observations of another learning (and thus sub-optimal) agent. To do so, we leverage the fact that the observed agent’s policy is assumed to improve over time. The ultimate goal of this approach is to recover the actual environment’s reward and to allow the observer to outperform the learner. To recover that reward in practice, we propose methods based on the entropy-regularized policy iteration framework. We discuss different approaches to learn solely from trajectories in the state-action space. We demonstrate the genericity of our method by observing agents implementing various reinforcement learning algorithms. Finally, we show that, on both discrete and continuous state/action tasks, the observer’s performance (that optimizes the recovered reward) can surpass those of the observed agent. Alexis Jacq, Matthieu Geist, Ana Paiva 0001, Olivier Pietquin |
ICML | 2 |
| 2019 | Semi-supervised Domain Adaptation with Representation Learning for Semantic Segmentation Across Time
Assia Benbihi, Matthieu Geist, Cédric Pradalier |
ICONIP (5) | 2 |
| 2019 | Learning Sensor Placement from Demonstration for UAV networksabstractThis work demonstrates how to leverage previous network expert demonstrations of UAV deployment to automate the drones placement in civil applications. Optimal UAV placement is an NP-complete problem: it requires a closed-form utility function that defines the environment and the UAV constraints, it is not unique and must be defined for each new UAV mission. This complex and time-consuming process hinders the development of UAV-networks in civil applications. We propose a method that leverages previous network expert solutions of UAV-network deployment to learn the expert's untold utility function form demonstrations only. This is especially interesting as it may be difficult for the inspection expert to explicit his expertise into such a function as it is too complex. Once learned, our model generates a utility function which maxima match expert UAV locations. We test this method on a Wi-Fi UAV network application inside a crowd simulator and reach similar quality-of-service as the expert. We show that our method is not limited to this UAV application and can be extended to other missions such as building monitoring. Assia Benbihi, Matthieu Geist, Cédric Pradalier |
ISCC | 2 |
| 2019 | Stable and Efficient Policy EvaluationabstractPolicy evaluation algorithms are essential to reinforcement learning due to their ability to predict the performance of a policy. However, there are two long-standing issues lying in this prediction problem that need to be tackled: off-policy stability and on-policy efficiency. The conventional temporal difference (TD) algorithm is known to perform very well in the on-policy setting, yet is not off-policy stable. On the other hand, the gradient TD and emphatic TD algorithms are off-policy stable, but are not on-policy efficient. This paper introduces novel algorithms that are both off-policy stable and on-policy efficient by using the oblique projection method. The empirical experimental results on various domains validate the effectiveness of the proposed approach. Daoming Lyu, Bo Liu 0006, Matthieu Geist, Wen Dong 0001, Saad Biaz, Qi Wang 0009 |
IEEE Trans. Neural Networks Learn. Syst. | 3 |
| 2017 | Human Activity Recognition Using Recurrent Neural Networks
Erinc Merdivan, Ismini Psychoula, Johannes Kropf, Sten Hanke, Matthieu Geist, Andreas Holzinger |
CD-MAKE | 6 |
| 2017 | Is the Bellman residual a bad proxy?abstractThis paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\|T_* v_\pi - v_\pi\|_{1,\nu}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis. This might seem obvious, as directly addressing the problem of interest is usually better, but given the prevalence of (projected) Bellman residual minimization in value-based reinforcement learning, we believe that this question is worth to be considered. Matthieu Geist, Bilal Piot, Olivier Pietquin |
NIPS | 1 |
| 2017 | Reconstruct & Crush NetworkabstractThis article introduces an energy-based model that is adversarial regarding data: it minimizes the energy for a given data distribution (the positive samples) while maximizing the energy for another given data distribution (the negative or unlabeled samples). The model is especially instantiated with autoencoders where the energy, represented by the reconstruction error, provides a general distance measure for unknown data. The resulting neural network thus learns to reconstruct data from the first distribution while crushing data from the second distribution. This solution can handle different problems such as Positive and Unlabeled (PU) learning or covariate shift, especially with imbalanced data. Using autoencoders allows handling a large variety of data, such as images, text or even dialogues. Our experiments show the flexibility of the proposed approach in dealing with different types of data in different settings: images with CIFAR-10 and CIFAR-100 (not-in-training setting), text with Amazon reviews (PU learning) and dialogues with Facebook bAbI (next response classification and dialogue completion). Erinc Merdivan, Mohammad Reza Loghmani, Matthieu Geist |
NIPS | 3 |
| 2017 | Bridging the Gap Between Imitation Learning and Inverse Reinforcement LearningabstractLearning from demonstrations is a paradigm by which an apprentice agent learns a control policy for a dynamic environment by observing demonstrations delivered by an expert agent. It is usually implemented as either imitation learning (IL) or inverse reinforcement learning (IRL) in the literature. On the one hand, IRL is a paradigm relying on the Markov decision processes, where the goal of the apprentice agent is to find a reward function from the expert demonstrations that could explain the expert behavior. On the other hand, IL consists in directly generalizing the expert strategy, observed in the demonstrations, to unvisited states (and it is therefore close to classification, when there is a finite set of possible decisions). While these two visions are often considered as opposite to each other, the purpose of this paper is to exhibit a formal link between these approaches from which new algorithms can be derived. We show that IL and IRL can be redefined in a way that they are equivalent, in the sense that there exists an explicit bijective operator (namely, the inverse optimal Bellman operator) between their respective spaces of solutions. To do so, we introduce the set-policy framework that creates a clear link between the IL and the IRL. As a result, the IL and IRL solutions making the best of both worlds are obtained. In addition, it is a unifying framework from which existing IL and IRL algorithms can be derived and which opens the way for the IL methods able to deal with the environment's dynamics. Finally, the IRL algorithms derived from the set-policy framework are compared with the algorithms belonging to the more common trajectory-matching family. Experiments demonstrate that the set-policy-based algorithms outperform both the standard IRL and IL ones and result in more robust solutions. Bilal Piot, Matthieu Geist, Olivier Pietquin |
IEEE Trans. Neural Networks Learn. Syst. | 2 |
| 2016 | Softened Approximate Policy Iteration for Markov GamesabstractThis paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to different norms of the OBR. More precisely, when applied to the norm of the OBR, Newton’s method results in the Bellman Residual Minimization Policy Iteration (BRMPI) and, when applied to the norm of the Projected OBR (POBR), it results into the standard Least Squares Policy Iteration (LSPI) algorithm. Consequently, new algorithms are proposed, making use of quasi-Newton methods to minimize the OBR and the POBR so as to take benefit of enhanced empirical performances at low cost. Indeed, using a quasi-Newton method approach introduces slight modifications in term of coding of LSPI and BRMPI but improves significantly both the stability and the performance of those algorithms. These phenomena are illustrated on an experiment conducted on artificially constructed games called Garnets. Julien Pérolat, Bilal Piot, Matthieu Geist, Bruno Scherrer, Olivier Pietquin |
ICML | 3 |
| 2015 | Inverse Reinforcement Learning in Relational Domains
Thibaut Munzer, Bilal Piot, Matthieu Geist, Olivier Pietquin, Manuel Lopes 0001 |
IJCAI | 3 |
| 2015 | Approximate modified policy iteration and its application to the game of Tetris
Bruno Scherrer, Mohammad Ghavamzadeh, Victor Gabillon, Boris Lesner, Matthieu Geist |
J. Mach. Learn. Res. | 5 |
| 2015 | Soft-max boosting
Matthieu Geist |
Mach. Learn. | 1 |
| 2014 | Predicting when to laugh with structured classificationabstractInternational audience Bilal Piot, Olivier Pietquin, Matthieu Geist |
INTERSPEECH | 3 |
| 2014 | Difference of Convex Functions Programming for Reinforcement Learning
Bilal Piot, Matthieu Geist, Olivier Pietquin |
NIPS | 2 |
| 2014 | Boosted Bellman Residual Minimization Handling Expert Demonstrations
Bilal Piot, Matthieu Geist, Olivier Pietquin |
ECML/PKDD (2) | 2 |
| 2014 | Local Policy Search in a Convex Space and Conservative Policy Iteration as Boosted Policy Search
Bruno Scherrer, Matthieu Geist |
ECML/PKDD (3) | 2 |
| 2014 | Off-policy learning with eligibility traces: a survey
Matthieu Geist, Bruno Scherrer |
J. Mach. Learn. Res. | 1 |
| 2013 | Random projections: A remedy for overfitting issues in time series prediction with echo state networksabstractModelling time series is quite a difficult task. The last recent years, reservoir computing approaches have been proven very efficient for such problems. Indeed, thanks to recurrence in the connections between neurons, this approach is a powerful tool to catch and model time dependencies between samples. Yet, the prediction quality often depends on the trade-off between the number of neurons in the reservoir and the amount of training data. Supposedly, the larger the number of neurons, the richer the reservoir of dynamics. However, the risk of overfitting problem appears. Conversely, the lower the number of neurons is, the lower the risk of overfitting problem is but also the poorer the reservoir of dynamics is. We consider here the combination of an echo state network with a projection method to benefit from the advantages of the reservoir computing approach without needing to pay attention to overfitting problems due to a lack of training data. Lucie Daubigney, Matthieu Geist, Olivier Pietquin |
ICASSP | 2 |
| 2013 | Particle swarm optimisation of spoken dialogue system strategies
Lucie Daubigney, Matthieu Geist, Olivier Pietquin |
INTERSPEECH | 2 |
| 2013 | A Cascaded Supervised Learning Approach to Inverse Reinforcement Learning
Edouard Klein, Bilal Piot, Matthieu Geist, Olivier Pietquin |
ECML/PKDD (1) | 3 |
| 2013 | Learning from Demonstrations: Is It Worth Estimating a Reward Function?
Bilal Piot, Matthieu Geist, Olivier Pietquin |
ECML/PKDD (1) | 2 |
| 2013 | Model-free POMDP optimisation of tutoring systems with echo-state networks
Lucie Daubigney, Matthieu Geist, Olivier Pietquin |
SIGDIAL Conference | 2 |
| 2013 | A C++ template-based reinforcement learning library: fitting the code to the mathematics
Hervé Frezza-Buet, Matthieu Geist |
J. Mach. Learn. Res. | 2 |
| 2013 | Algorithmic Survey of Parametric Value Function ApproximationabstractReinforcement learning (RL) is a machine learning answer to the optimal control problem. It consists of learning an optimal control policy through interactions with the system to be controlled, the quality of this policy being quantified by the so-called value function. A recurrent subtopic of RL concerns computing an approximation of this value function when the system is too large for an exact representation. This survey reviews state-of-the-art methods for (parametric) value function approximation by grouping them into three main categories: bootstrapping, residual, and projected fixed-point approaches. Related algorithms are derived by considering one of the associated cost functions and a specific minimization method, generally a stochastic gradient descent or a recursive least-squares approach. Matthieu Geist, Olivier Pietquin |
IEEE Trans. Neural Networks Learn. Syst. | 1 |
| 2012 | Clustering behaviors of Spoken Dialogue Systems usersabstractSpoken Dialogue Systems (SDS) are natural language interfaces for human-computer interaction. User adaptive dialogue management strategies are essential to sustain the naturalness of interaction. In recent years data-driven methods for dialogue optimization have evolved to be a state of art approach. However these methods need vast amounts of corpora for dialogue optimization. In order to cope with the data requirement of these methods, but also to evaluate the dialogue strategies, user simulations are built. Dialogue corpora used to build user simulation are often not annotated in user's perspective and thus can only simulate some generic user behavior, perhaps not representative of any user. This paper aims at clustering dialogue corpora into various groups based on user behaviors observed in the form of full dialogues. Senthilkumar Chandramohan, Matthieu Geist, Fabrice Lefèvre, Olivier Pietquin |
ICASSP | 2 |
| 2012 | Off-policy learning in large-scale POMDP-based dialogue systemsabstractReinforcement learning (RL) is now part of the state of the art in the domain of spoken dialogue systems (SDS) optimisation. Most performant RL methods, such as those based on Gaussian Processes, require to test small changes in the policy to assess them as improvements or degradations. This process is called on policy learning. Nevertheless, it can result in system behaviours that are not acceptable by users. Learning algorithms should ideally infer an optimal strategy by observing interactions generated by a non-optimal but acceptable strategy, that is learning off-policy. Such methods usually fail to scale up and are thus not suited for real-world systems. In this contribution, a sample-efficient, online and off-policy RL algorithm is proposed to learn an optimal policy. This algorithm is combined to a compact non-linear value function representation (namely a multi-layers perceptron) enabling to handle large scale systems. Lucie Daubigney, Matthieu Geist, Olivier Pietquin |
ICASSP | 2 |
| 2012 | A Dantzig Selector Approach to Temporal Difference Learning
Matthieu Geist, Bruno Scherrer, Alessandro Lazaric, Mohammad Ghavamzadeh |
ICML | 1 |
| 2012 | Approximate Modified Policy Iteration
Bruno Scherrer, Victor Gabillon, Mohammad Ghavamzadeh, Matthieu Geist |
ICML | 4 |
| 2012 | Inverse Reinforcement Learning through Structured ClassificationabstractThis paper adresses the inverse reinforcement learning (IRL) problem, that is inferring a reward for which a demonstrated expert behavior is optimal. We introduce a new algorithm, SCIRL, whose principle is to use the so-called feature expectation of the expert as the parameterization of the score function of a multi-class classifier. This approach produces a reward function for which the expert policy is provably near-optimal. Contrary to most of existing IRL algorithms, SCIRL does not require solving the direct RL problem. Moreover, with an appropriate heuristic, it can succeed with only trajectories sampled according to the expert behavior. This is illustrated on a car driving simulator. Edouard Klein, Matthieu Geist, Bilal Piot, Olivier Pietquin |
NIPS | 2 |
| 2011 | Parametric value function approximation: A unified viewabstractReinforcement learning (RL) is a machine learning answer to the optimal control problem. It consists of learning an optimal control policy through interactions with the system to be controlled, the quality of this policy being quantified by the so-called value function. An important RL subtopic is to approximate this function when the system is too large for an exact representation. This survey reviews and unifies state of the art methods for parametric value function approximation by grouping them into three main categories: bootstrapping, residuals and projected fixed-point approaches. Related algorithms are derived by considering one of the associated cost functions and a specific way to minimize it, almost always a stochastic gradient descent or a recursive least-squares approach. Matthieu Geist, Olivier Pietquin |
ADPRL | 1 |
| 2011 | Performance evaluation for particle filters
Remi Chou, Yvo Boers, Martin Podt, Matthieu Geist |
FUSION | 4 |
| 2011 | Sample Efficient On-Line Learning of Optimal Dialogue Policies with Kalman Temporal Differences
Olivier Pietquin, Matthieu Geist, Senthilkumar Chandramohan |
IJCAI | 2 |
| 2011 | User Simulation in Dialogue Systems Using Inverse Reinforcement LearningabstractSpoken Dialogue Systems (SDS) are man-machine interfaces which use natural language as the medium of interaction. Dialogue corpora collection for the purpose of training and evaluating dialogue systems is an expensive process. User simulators aim at simulating human users in order to generate synthetic data. Existing methods for user simulation mainly focus on generating data with the same statistical consistency as in some reference dialogue corpus. This paper outlines a novel approach for user simulation based on Inverse Reinforcement Learning (IRL). The task of building the user simulator is perceived as a task of imitation learning. Senthilkumar Chandramohan, Matthieu Geist, Fabrice Lefèvre, Olivier Pietquin |
INTERSPEECH | 2 |
| 2011 | Uncertainty Management for On-Line Optimisation of a POMDP-Based Large-Scale Spoken Dialogue SystemabstractThe optimization of dialogue policies using reinforcement learning (RL) is now an accepted part of the state of the art in spoken dialogue systems (SDS). Yet, it is still the case that the commonly used training algorithms for SDS require a large number of dialogues and hence most systems still rely on artificial data generated by a user simulator. Optimization is therefore performed off-line before releasing the system to real users. Gaussian Processes (GP) for RL have recently been applied to dialogue systems. One advantage of GP is that they compute an explicit measure of uncertainty in the value function estimates computed during learning. In this paper, a class of novel learning strategies is described which use uncertainty to control exploration on-line. Comparisons between several exploration schemes show that significant improvements to learning speed can be obtained and that rapid and safe online optimisation is possible, even on a complex task. Lucie Daubigney, Milica Gasic, Senthilkumar Chandramohan, Matthieu Geist, Olivier Pietquin, Steve J. Young |
INTERSPEECH | 4 |
| 2010 | Optimizing spoken dialogue management with fitted value iterationabstractInternational audience Senthilkumar Chandramohan, Matthieu Geist, Olivier Pietquin |
INTERSPEECH | 2 |
| 2010 | Revisiting Natural Actor-Critics with Value Function Approximation
Matthieu Geist, Olivier Pietquin |
MDAI | 1 |
| 2010 | Sparse Approximate Dynamic Programming for Dialog Management
Senthilkumar Chandramohan, Matthieu Geist, Olivier Pietquin |
SIGDIAL Conference | 2 |
| 2010 | Kalman Temporal DifferencesabstractBecause reinforcement learning suffers from a lack of scalability, online value (and Q-) function approximation has received increasing interest this last decade. This contribution introduces a novel approximation scheme, namely the Kalman Temporal Differences (KTD) framework, that exhibits the following features: sample-efficiency, non-linear approximation, non-stationarity handling and uncertainty management. A first KTD-based algorithm is provided for deterministic Markov Decision Processes (MDP) which produces biased estimates in the case of stochastic transitions. Than the eXtended KTD framework (XKTD), solving stochastic MDP, is described. Convergence is analyzed for special cases for both deterministic and stochastic transitions. Related algorithms are experimented on classical benchmarks. They compare favorably to the state of the art while exhibiting the announced features. Matthieu Geist, Olivier Pietquin |
J. Artif. Intell. Res. | 1 |
| 2009 | Kalman Temporal Differences: The deterministic caseabstractThis paper deals with value function and Q-function approximation in deterministic Markovian decision processes. A general statistical framework based on the Kalman filtering paradigm is introduced. Its principle is to adopt a parametric representation of the value function, to model the associated parameter vector as a random variable and to minimize the mean-squared error of the parameters conditioned on past observed transitions. From this general framework, which will be calledKalmanTemporalDifferences(KTD), and using an approximation scheme called the unscented transform, a family of algorithms is derived, namely KTD-V, KTD-SARSA and KTD-Q, which aim respectively at estimating the value function of a given policy, the Q-function of a given policy and the optimal Q-function. The proposed approach holds for linear and nonlinear parameterization. This framework is discussed and potential advantages and shortcomings are highlighted. Matthieu Geist, Olivier Pietquin, Gabriel Fricout |
ADPRL | 1 |
| 2009 | Kernelizing Vector Quantization Algorithms
Matthieu Geist, Olivier Pietquin, Gabriel Fricout |
ESANN | 1 |
| 2009 | Tracking in Reinforcement Learning
Matthieu Geist, Olivier Pietquin, Gabriel Fricout |
ICONIP (1) | 1 |