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Özgür Simsek

dblp:64/5184 · DBLP profile ↗
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20ranked-venue papers
10as first author
7since 2021 · last 2025
0000-0001-5449-0437ORCID · verified

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

Artificial intelligence and machine learning · 20 · 10 first-author · 7 since 2021Systems, architecture and hardware · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 1

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
14 papers
Reinforcement learning · 65% Graph learning · 13% Trustworthy machine learning · 10%
Theoretical computer science
3 papers
Graph algorithms and graph theory · 100%

Topics — the 28 heaviest of 32, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
hierarchical reinforcement learning
1.752025
Accelerating Task Generalisation with Multi-Level Skill Hierarchies · ICLR 2025
Creating Multi-Level Skill Hierarchies in Reinforcement Learning · NeurIPS 2023
Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005
Machine learning › Reinforcement learning › hierarchical reinforcement learning
option discovery
0.922025
Accelerating Task Generalisation with Multi-Level Skill Hierarchies · ICLR 2025
Using relative novelty to identify useful temporal abstractions in reinforcement learning · ICML 2004
Machine learning › Reinforcement learning
exploration
0.912025
Novel Exploration via Orthogonality · NeurIPS 2025
Machine learning › Graph learning › spectral graph theory
graph laplacian
0.912025
Novel Exploration via Orthogonality · NeurIPS 2025
Machine learning › Reinforcement learning › exploration
novelty-based exploration
0.912025
Novel Exploration via Orthogonality · NeurIPS 2025
Machine learning › Graph learning
spectral graph methods
0.912025
Novel Exploration via Orthogonality · NeurIPS 2025
Machine learning › Reinforcement learning › generalization in reinforcement learning
task generalization
0.912025
Accelerating Task Generalisation with Multi-Level Skill Hierarchies · ICLR 2025
Machine learning › Reinforcement learning › hierarchical reinforcement learning › skill learning
skill discovery
0.842023
Creating Multi-Level Skill Hierarchies in Reinforcement Learning · NeurIPS 2023
Skill Characterization Based on Betweenness · NIPS 2008
Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005
Machine learning › Trustworthy machine learning
interpretability
0.712023
Explaining Reinforcement Learning with Shapley Values · ICML 2023
Machine learning › Trustworthy machine learning › interpretability › shapley value
shapley value explanation
0.712023
Explaining Reinforcement Learning with Shapley Values · ICML 2023
Machine learning › Reinforcement learning › hierarchical reinforcement learning
temporal abstraction
0.712023
Creating Multi-Level Skill Hierarchies in Reinforcement Learning · NeurIPS 2023
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › regression
linear regression
0.412019
Regularization in directable environments with application to Tetris · ICML 2019
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › regression › generalized linear model › logistic regression
multinomial logistic regression
0.412019
Regularization in directable environments with application to Tetris · ICML 2019
Machine learning › Optimization for machine learning › regularized risk minimization › regularized regression
regularized linear model
0.412019
Regularization in directable environments with application to Tetris · ICML 2019
Machine learning › Reinforcement learning
reinforcement learning theory
0.212016
Why Most Decisions Are Easy in Tetris - And Perhaps in Other Sequential Decision Problems, As Well · ICML 2016
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff
0.232016
Why Most Decisions Are Easy in Tetris - And Perhaps in Other Sequential Decision Problems, As Well · ICML 2016
An intrinsic reward mechanism for efficient exploration · ICML 2006
Using relative novelty to identify useful temporal abstractions in reinforcement learning · ICML 2004
Graph algorithms and graph theory
centrality
0.112008
Skill Characterization Based on Betweenness · NIPS 2008
Machine learning › Reinforcement learning
action selection
0.112016
Why Most Decisions Are Easy in Tetris - And Perhaps in Other Sequential Decision Problems, As Well · ICML 2016
Machine learning › Reinforcement learning › hierarchical reinforcement learning › option discovery
subgoal discovery
0.122005
Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005
Using relative novelty to identify useful temporal abstractions in reinforcement learning · ICML 2004
Machine learning › Reinforcement learning › exploration
efficient exploration
0.112006
An intrinsic reward mechanism for efficient exploration · ICML 2006
Knowledge, reasoning and agents › Multi-agent systems
autonomous agents
0.112005
Towards Competence in Autonomous Agents · AAAI 2005
Computational finance and economics
financial fraud detection
0.112005
Using relational knowledge discovery to prevent securities fraud · KDD 2005
Data mining
relational learning
0.112005
Using relational knowledge discovery to prevent securities fraud · KDD 2005
Data mining › relational learning
statistical relational learning
0.112005
Using relational knowledge discovery to prevent securities fraud · KDD 2005
Graph algorithms and graph theory › network analysis
decentralized search
0.112005
Decentralized Search in Networks Using Homophily and Degree Disparity · IJCAI 2005
Web and social media mining › social network analysis
homophily
0.012005
Decentralized Search in Networks Using Homophily and Degree Disparity · IJCAI 2005
Graph algorithms and graph theory
graph partitioning
0.012005
Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005
Graph algorithms and graph theory › graph clustering
local graph clustering
0.012005
Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005

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

options framework · 0.9laplacian eigenvectors · 0.9gradient flow · 0.9clustering · 0.9shapley value · 0.7modularity maximization · 0.7graph clustering · 0.7regularization · 0.4lasso · 0.4bias-variance trade-off · 0.4linear decision rule · 0.2statistical relational learning · 0.1betweenness centrality · 0.1state transition graph · 0.1ranking models · 0.1ranking model · 0.1local graph partitioning · 0.1
YearPublicationVenuePosition
2025 Accelerating Task Generalisation with Multi-Level Skill Hierarchies
abstract
Developing reinforcement learning agents that can generalise effectively to new tasks is one of the main challenges in AI research. This paper introduces Fracture Cluster Options (FraCOs), a multi-level hierarchical reinforcement learning method designed to improve generalisation performance. FraCOs identifies patterns in agent behaviour and forms temporally-extended actions (options) based on the expected future usefulness of those patterns, enabling rapid adaptation to new tasks. In tabular settings, FraCOs demonstrates effective transfer and improves performance as the depth of the hierarchy increases. In several complex procedurally-generated environments, FraCOs consistently outperforms state-of-the-art deep reinforcement learning algorithms, achieving superior results in both in-distribution and out-of-distribution scenarios.
Thomas P. Cannon, Özgür Simsek
ICLR2
2025 Approximating Shapley Explanations in Reinforcement Learning
abstract
Reinforcement learning has achieved remarkable success in complex decision-making environments, yet its lack of transparency limits its deployment in practice, especially in safety-critical settings. Shapley values from cooperative game theory provide a principled framework for explaining reinforcement learning; however, the computational cost of Shapley explanations is an obstacle for their use. We introduce FastSVERL, a scalable method for explaining reinforcement learning by approximating Shapley values. FastSVERL is designed to handle the unique challenges of reinforcement learning, including temporal dependencies across multi-step trajectories, learning from off-policy data, and adapting to evolving agent behaviours in real time. FastSVERL introduces a practical, scalable approach for principled and rigourous interpretability in reinforcement learning.
Daniel Beechey, Özgür Simsek
NeurIPS2
2025 Novel Exploration via Orthogonality
abstract
Efficient exploration remains one of the most important open problems in reinforcement learning. Discovering novel states or transitions requires policies that efficiently direct the agent away from the regions of the state space that are already well explored. We introduce Novel Exploration via Orthogonality (NEO), an approach that automatically uncovers not only which regions of the environment are novel but also how to reach them by leveraging Laplacian representations. NEO uses the eigenvectors of a modified graph Laplacian to induce gradient flows from states that are frequently visited (less novel) to states that are seldom visited (more novel). We show that NEO's modified Laplacian yields eigenvectors whose extreme values align with the most novel regions of the state space. We provide bounds for the eigenvalues of the modified Laplacian; and we show that the smoothest eigenvectors with real eigenvalues below certain thresholds provide guaranteed gradients to novel states for both undirected and directed graphs. In an empirical evaluation in online, incremental settings, NEO outperformed related state-of-the-art approaches, including eigen-options and cover options, in a large collection of undirected and directed environments with varying connectivity structures.
Andreas Theophilou, Özgür Simsek
NeurIPS2
2024 Identifying Optimal Launch Sites of High-Altitude Latex-Balloons using Bayesian Optimisation for the Task of Station-Keeping
abstract
Station-keeping tasks for high-altitude balloons show promise in areas such as ecological surveys, atmospheric analysis, and communication relays. However, identifying the optimal time and position to launch a latex high-altitude balloon is still a challenging and multifaceted problem. For example, tasks such as forest fire tracking place geometric constraints on the launch location of the balloon. Furthermore, identifying the most optimal location also heavily depends on atmospheric conditions. We first illustrate how reinforcement learning-based controllers, frequently used for station-keeping tasks, can exploit the environment. This exploitation can degrade performance on unseen weather patterns and affect station-keeping performance when identifying an optimal launch configuration. Valuing all states equally in the region, the agent exploits the region’s geometry by flying near the edge, leading to risky behaviours. We propose a modification which compensates for this exploitation and finds this leads to, on average, higher steps within the target region on unseen data. Then, we illustrate how Bayesian Optimisation (BO) can identify the optimal launch location to perform station-keeping tasks, maximising the return from a given rollout. We show BO can find this launch location in fewer steps compared to other optimisation methods. Results indicate that, surprisingly, the most optimal location to launch from is not commonly within the target region. Please find further information about our project at https://sites.google.com/view/bo-lauch-balloon/.
Jack Saunders, Sajad Saeedi G., Adam Hartshorne, Binbin Xu 0001, Özgür Simsek, Alan Hunter 0001, Wenbin Li 0002
IROS5
2023 Explaining Reinforcement Learning with Shapley Values
abstract
For reinforcement learning systems to be widely adopted, their users must understand and trust them. We present a theoretical analysis of explaining reinforcement learning using Shapley values, following a principled approach from game theory for identifying the contribution of individual players to the outcome of a cooperative game. We call this general framework Shapley Values for Explaining Reinforcement Learning (SVERL). Our analysis exposes the limitations of earlier uses of Shapley values in reinforcement learning. We then develop an approach that uses Shapley values to explain agent performance. In a variety of domains, SVERL produces meaningful explanations that match and supplement human intuition.
Daniel Beechey, Thomas M. S. Smith, Özgür Simsek
ICML3
2023 Resource-Constrained Station-Keeping for Latex Balloons Using Reinforcement Learning
abstract
High altitude balloons have proved useful for ecological aerial surveys, atmospheric monitoring, and communication relays. However, due to weight and power constraints, there is a need to investigate alternate modes of propulsion to navigate in the stratosphere. Very recently, reinforcement learning has been proposed as a control scheme to maintain balloons in the region of a fixed location, facilitated through diverse opposing wind-fields at different altitudes. Although air-pump based station keeping has been explored, there is no research on the control problem for venting and ballasting actuated balloons, which is commonly used as a low-cost alternative. We show how reinforcement learning can be used for this type of balloon. Specifically, we use the soft actor-critic algorithm, which on average is able to station-keep within 50 km for on average 25% of the flight, consistent with state-of-the-art. Furthermore, we show that the proposed controller effectively minimises the consumption of resources, thereby supporting long duration flights. We frame the controller as a continuous control reinforcement learning problem, which allows for a more diverse range of trajectories, as opposed to current state-of-the-art work, which uses discrete action spaces. Furthermore, through continuous control, we can make use of larger ascent rates which are not possible using air-pumps. The desired ascent-rate is decoupled into desired altitude and time-factor to provide a more transparent policy, compared to low-level control commands used in previous works. Finally, by applying the equations of motion, we establish appropriate thresholds for venting and ballasting to prevent the agent from exploiting the environment. More specifically, we ensure actions are physically feasible by enforcing constraints on venting and ballasting.
Jack Saunders, Loïc Prenevost, Özgür Simsek, Alan Hunter 0001, Wenbin Li 0002
IROS3
2023 Creating Multi-Level Skill Hierarchies in Reinforcement Learning
abstract
What is a useful skill hierarchy for an autonomous agent? We propose an answer based on a graphical representation of how the interaction between an agent and its environment may unfold. Our approach uses modularity maximisation as a central organising principle to expose the structure of the interaction graph at multiple levels of abstraction. The result is a collection of skills that operate at varying time scales, organised into a hierarchy, where skills that operate over longer time scales are composed of skills that operate over shorter time scales. The entire skill hierarchy is generated automatically, with no human input, including the skills themselves (their behaviour, when they can be called, and when they terminate) as well as the dependency structure between them. In a wide range of environments, this approach generates skill hierarchies that are intuitively appealing and that considerably improve the learning performance of the agent.
Joshua B. Evans, Özgür Simsek
NeurIPS2
2020 Fast and frugal heuristics for portfolio decisions with positive project interactions
Ian N. Durbach, Simón Algorta, Dieudonné Kabongo Kantu, Konstantinos V. Katsikopoulos, Özgür Simsek
Decis. Support Syst.5
2019 Regularization in directable environments with application to Tetris
abstract
Learning from small data sets is difficult in the absence of specific domain knowledge. We present a regularized linear model called STEW that benefits from a generic and prevalent form of prior knowledge: feature directions. STEW shrinks weights toward each other, converging to an equal-weights solution in the limit of infinite regularization. We provide theoretical results on the equal-weights solution that explains how STEW can productively trade-off bias and variance. Across a wide range of learning problems, including Tetris, STEW outperformed existing linear models, including ridge regression, the Lasso, and the non-negative Lasso, when feature directions were known. The model proved to be robust to unreliable (or absent) feature directions, still outperforming alternative models under diverse conditions. Our results in Tetris were obtained by using a novel approach to learning in sequential decision environments based on multinomial logistic regression.
Jan Malte Lichtenberg, Özgür Simsek
ICML2
2016 Why Most Decisions Are Easy in Tetris - And Perhaps in Other Sequential Decision Problems, As Well
abstract
We examined the sequence of decision problems that are encountered in the game of Tetris and found that most of the problems are easy in the following sense: One can choose well among the available actions without knowing an evaluation function that scores well in the game. This is a consequence of three conditions that are prevalent in the game: simple dominance, cumulative dominance, and noncompensation. These conditions can be exploited to develop faster and more effective learning algorithms. In addition, they allow certain types of domain knowledge to be incorporated with ease into a learning algorithm. Among the sequential decision problems we encounter, it is unlikely that Tetris is unique or rare in having these properties.
Özgür Simsek, Simón Algorta, Amit Kothiyal
ICML1
2015 Learning From Small Samples: An Analysis of Simple Decision Heuristics
abstract
Simple decision heuristics are models of human and animal behavior that use few pieces of information---perhaps only a single piece of information---and integrate the pieces in simple ways, for example, by considering them sequentially, one at a time, or by giving them equal weight. It is unknown how quickly these heuristics can be learned from experience. We show, analytically and empirically, that only a few training samples lead to substantial progress in learning. We focus on three families of heuristics: single-cue decision making, lexicographic decision making, and tallying. Our empirical analysis is the most extensive to date, employing 63 natural data sets on diverse subjects.
Özgür Simsek, Marcus Buckmann
NIPS1
2013 Linear decision rule as aspiration for simple decision heuristics
abstract
Many attempts to understand the success of simple decision heuristics have examined heuristics as an approximation to a linear decision rule. This research has identified three environmental structures that aid heuristics: dominance, cumulative dominance, and noncompensatoriness. Here, we further develop these ideas and examine their empirical relevance in 51 natural environments. We find that all three structures are prevalent, making it possible for some simple rules to reach the accuracy levels of the linear decision rule using less information.
Özgür Simsek
NIPS1
2009 Workshop summary: Abstraction in reinforcement learning
Özgür Simsek
ICML1
2008 Skill Characterization Based on Betweenness
abstract
We present a characterization of a useful class of skills based on a graphical representation of an agent's interaction with its environment. Our characterization uses betweenness, a measure of centrality on graphs. It may be used directly to form a set of skills suitable for a given environment. More importantly, it serves as a useful guide for developing online, incremental skill discovery algorithms that do not rely on knowing or representing the environment graph in its entirety.
Özgür Simsek, Andrew G. Barto
NIPS1
2006 An intrinsic reward mechanism for efficient exploration
abstract
How should a reinforcement learning agent act if its sole purpose is to efficiently learn an optimal policy for later use? In other words, how should it explore, to be able to exploit later? We formulate this problem as a Markov Decision Process by explicitly modeling the internal state of the agent and propose a principled heuristic for its solution. We present experimental results in a number of domains, also exploring the algorithm's use for learning a policy for a skill given its reward function---an important but neglected component of skill discovery.
Özgür Simsek, Andrew G. Barto
ICML1
2005 Towards Competence in Autonomous Agents
Özgür Simsek
AAAI1
2005 Identifying useful subgoals in reinforcement learning by local graph partitioning
abstract
We present a new subgoal-based method for automatically creating useful skills in reinforcement learning. Our method identifies subgoals by partitioning local state transition graphs---those that are constructed using only the most recent experiences of the agent. The local scope of our subgoal discovery method allows it to successfully identify the type of subgoals we seek---states that lie between two densely-connected regions of the state space while producing an algorithm with low computational cost.
Özgür Simsek, Alicia P. Wolfe, Andrew G. Barto
ICML1
2005 Decentralized Search in Networks Using Homophily and Degree Disparity
Özgür Simsek, David D. Jensen
IJCAI1
2005 Using relational knowledge discovery to prevent securities fraud
abstract
We describe an application of relational knowledge discovery to a key regulatory mission of the National Association of Securities Dealers (NASD). NASD is the world's largest privatesector securities regulator, with responsibility for preventing and discovering misconduct among securities brokers. Our goal was to help focus NASD’s limited regulatory resources on the brokers who are most likely to engage in securities violations. Using statistical relational learning algorithms, we developed models that rank brokers with respect to the probability that they would commit a serious violation of securities regulations in the near future. Our models incorporate organizational relationships among brokers (e.g., past coworker), which domain experts consider important but cannot easily use otherwise. The learned models were subjected to an extensive evaluation using more than 18 months of data unseen by the model developers and comprising over two person weeks of effort by NASD staff. Model predictions were found to correlate highly with the subjective evaluations of experienced NASD examiners. Furthermore, in all performance measures, our models performed as well as or better than the handcrafted rules that are currently in use at NASD. 1.
Jennifer Neville, Özgür Simsek, David D. Jensen, John Komoroske, Kelly Palmer, Henry G. Goldberg
KDD2
2004 Using relative novelty to identify useful temporal abstractions in reinforcement learning
abstract
We present a new method for automatically creating useful temporal abstractions in reinforcement learning. We argue that states that allow the agent to transition to a different region of the state space are useful subgoals, and propose a method for identifying them using the concept of relative novelty. When such a state is identified, a temporally-extended activity (e.g., an option) is generated that takes the agent efficiently to this state. We illustrate the utility of the method in a number of tasks.
Özgür Simsek, Andrew G. Barto
ICML1