EDBT 2026 Demo / reviewers in the wild / expert
Chris Lu 0001
dblp:77/9579 · also Christopher Lu 0001
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21ranked-venue papers
5as first author
20since 2021 · last 2025
0009-0006-4730-3633ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 21 · 5 first-author · 20 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Learning mirror maps in policy mirror descentabstractPolicy Mirror Descent (PMD) is a popular framework in reinforcement learning, serving as a unifying perspective that encompasses numerous algorithms. These algorithms are derived through the selection of a mirror map and enjoy finite-time convergence guarantees. Despite its popularity, the exploration of PMD's full potential is limited, with the majority of research focusing on a particular mirror map---namely, the negative entropy---which gives rise to the renowned Natural Policy Gradient (NPG) method. It remains uncertain from existing theoretical studies whether the choice of mirror map significantly influences PMD's efficacy. In our work, we conduct empirical investigations to show that the conventional mirror map choice (NPG) often yields less-than-optimal outcomes across several standard benchmark environments. Using evolutionary strategies, we identify more efficient mirror maps that enhance the performance of PMD. We first focus on a tabular environment, i.e.\ Grid-World, where we relate existing theoretical bounds with the performance of PMD for a few standard mirror maps and the learned one. We then show that it is possible to learn a mirror map that outperforms the negative entropy in more complex environments, such as the MinAtar suite. Additionally, we demonstrate that the learned mirror maps generalize effectively to different tasks by testing each map across various other environments. Carlo Alfano, Sebastian Towers, Silvia Sapora, Chris Lu 0001, Patrick Rebeschini |
ICLR | 4 |
| 2025 | Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control TasksabstractWhile large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge.
In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control.
To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework.
Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training.
Our trained agent exhibits strong physical reasoning capabilities in 2D space, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at.
We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further. Michael T. Matthews, Michael Beukman, Chris Lu 0001, Jakob N. Foerster |
ICLR | 3 |
| 2025 | NAVIX: Scaling MiniGrid Environments with JAXabstractAs Deep Reinforcement Learning (Deep RL) research moves towards solving large-scale worlds, efficient environment simulations become crucial for rapid experimentation. However, most existing environments struggle to scale to high throughput, setting back meaningful progress. Interactions are typically computed on the CPU, limiting training speed and throughput, due to slower computation and communication overhead when distributing the task across multiple machines. Ultimately, Deep RL training is CPU-bound, and developing batched, fast, and scalable environments has become a frontier for progress. Among the most used Reinforcement Learning (RL) environments, MiniGrid is at the foundation of several studies on exploration, curriculum learning, representation learning, diversity, meta-learning, credit assignment, and language-conditioned RL, and still suffers from the limitations described above. In this work, we introduce NAVIX, a re-implementation of MiniGrid in JAX. NAVIX achieves over $160\,000\times$ speed improvements in batch mode, supporting up to 2048 agents in parallel on a single Nvidia A100 80 GB. This reduces experiment times from one week to 15 minutes, promoting faster design iterations and more scalable RL model development. Eduardo Pignatelli, Jarek Liesen, Robert T. Lange, Chris Lu 0001, Pablo Samuel Castro, Laura Toni |
NeurIPS | 4 |
| 2024 | Discovering Temporally-Aware Reinforcement Learning AlgorithmsabstractRecent advancements in meta-learning have enabled the automatic discovery of novel reinforcement learning algorithms parameterized by surrogate objective functions. To improve upon manually designed algorithms, the parameterization of this learned objective function must be expressive enough to represent novel principles of learning (instead of merely recovering already established ones) while still generalizing to a wide range of settings outside of its meta-training distribution. However, existing methods focus on discovering objective functions that, like many widely used objective functions in reinforcement learning, do not take into account the total number of steps allowed for training, or “training horizon”. In contrast, humans use a plethora of different learning objectives across the course of acquiring a new ability. For instance, students may alter their studying techniques based on the proximity to exam deadlines and their self-assessed capabilities. This paper contends that ignoring the optimization time horizon significantly restricts the expressive potential of discovered learning algorithms. We propose a simple augmentation to two existing objective discovery approaches that allows the discovered algorithm to dynamically update its objective function throughout the agent’s training procedure, resulting in expressive schedules and increased generalization across different training horizons. In the process, we find that commonly used meta-gradient approaches fail to discover such adaptive objective functions while evolution strategies discover highly dynamic learning rules. We demonstrate the effectiveness of our approach on a wide range of tasks and analyze the resulting learned algorithms, which we find effectively balance exploration and exploitation by modifying the structure of their learning rules throughout the agent’s lifetime. Matthew Thomas Jackson, Chris Lu 0001, Louis Kirsch, Robert T. Lange, Shimon Whiteson, Jakob N. Foerster |
ICLR | 2 |
| 2024 | Behaviour DistillationabstractDataset distillation aims to condense large datasets into a small number of synthetic examples that can be used as drop-in replacements when training new models. It has applications to interpretability, neural architecture search, privacy, and continual learning. Despite strong successes in supervised domains, such methods have not yet been extended to reinforcement learning, where the lack of a fixed dataset renders most distillation methods unusable.
Filling the gap, we formalize $\textit{behaviour distillation}$, a setting that aims to discover and then condense the information required for training an expert policy into a synthetic dataset of state-action pairs, $\textit{without access to expert data}$.
We then introduce Hallucinating Datasets with Evolution Strategies (HaDES), a method for behaviour distillation that can discover datasets of $\textit{just four}$ state-action pairs which, under supervised learning, train agents to competitive performance levels in continuous control tasks.
We show that these datasets generalize out of distribution to training policies with a wide range of architectures and hyperparameters. We also demonstrate application to a downstream task, namely training multi-task agents in a zero-shot fashion.
Beyond behaviour distillation, HaDES provides significant improvements in neuroevolution for RL over previous approaches and achieves SoTA results on one standard supervised dataset distillation task. Finally, we show that visualizing the synthetic datasets can provide human-interpretable task insights. Andrei Lupu, Chris Lu 0001, Jarek Liesen, Robert T. Lange, Jakob N. Foerster |
ICLR | 2 |
| 2024 | ReLU to the Rescue: Improve Your On-Policy Actor-Critic with Positive AdvantagesabstractThis paper proposes a step toward approximate Bayesian inference in on-policy actor-critic deep reinforcement learning. It is implemented through three changes to the Asynchronous Advantage Actor-Critic (A3C) algorithm: (1) applying a ReLU function to advantage estimates, (2) spectral normalization of actor-critic weights, and (3) incorporating *dropout as a Bayesian approximation*. We prove under standard assumptions that restricting policy updates to positive advantages optimizes for value by maximizing a lower bound on the value function plus an additive term. We show that the additive term is bounded proportional to the Lipschitz constant of the value function, which offers theoretical grounding for spectral normalization of critic weights. Finally, our application of dropout corresponds to approximate Bayesian inference over both the actor and critic parameters, which enables *adaptive state-aware* exploration around the modes of the actor via Thompson sampling. We demonstrate significant improvements for median and interquartile mean metrics over A3C, PPO, SAC, and TD3 on the MuJoCo continuous control benchmark and improvement over PPO in the challenging ProcGen generalization benchmark. Andrew Jesson, Chris Lu 0001, Gunshi Gupta, Nicolas Beltran-Velez, Angelos Filos, Jakob N. Foerster, Yarin Gal |
ICML | 2 |
| 2024 | EvIL: Evolution Strategies for Generalisable Imitation LearningabstractOften times in imitation learning (IL), the environment we collect expert demonstrations in and the environment we want to deploy our learned policy in aren’t exactly the same (e.g. demonstrations collected in simulation but deployment in the real world). Compared to policy-centric approaches to IL like behavioural cloning, reward-centric approaches like inverse reinforcement learning (IRL) often better replicate expert behaviour in new environments. This transfer is usually performed by optimising the recovered reward under the dynamics of the target environment. However, (a) we find that modern deep IL algorithms frequently recover rewards which induce policies far weaker than the expert, even in the same environment the demonstrations were collected in. Furthermore, (b) these rewards are often quite poorly shaped, necessitating extensive environment interaction to optimise effectively. We provide simple and scalable fixes to both of these concerns. For (a), we find that reward model ensembles combined with a slightly different training objective significantly improves re-training and transfer performance. For (b), we propose a novel evolution-strategies based method (EvIL) to optimise for a reward-shaping term that speeds up re-training in the target environment, closing a gap left open by the classical theory of IRL. On a suite of continuous control tasks, we are able to re-train policies in target (and source) environments more interaction-efficiently than prior work. Silvia Sapora, Chris Lu 0001, Yee Whye Teh, Jakob N. Foerster |
ICML | 3 |
| 2024 | Discovering Preference Optimization Algorithms with and for Large Language ModelsabstractOffline preference optimization is a key method for enhancing and controlling the quality of Large Language Model (LLM) outputs.
Typically, preference optimization is approached as an offline supervised learning task using manually crafted convex loss functions. While these methods are based on theoretical insights, they are inherently constrained by human creativity, so the large search space of possible loss functions remains under-explored. We address this by performing LLM-driven *objective discovery* to automatically discover new state-of-the-art preference optimization algorithms without (expert) human intervention. Specifically, we iteratively prompt an LLM to propose and implement new preference optimization loss functions based on previously evaluated performance metrics. This process leads to the discovery of previously unknown and performant preference optimization algorithms. The best performing of these we call *Discovered Preference Optimization* (DiscoPOP), a novel algorithm that adaptively blends logistic and exponential losses. Experiments demonstrate the state-of-the-art performance of DiscoPOP and its successful transfer to held-out tasks. Chris Lu 0001, Samuel Holt, Claudio Fanconi, Alex J. Chan, Jakob N. Foerster, Mihaela van der Schaar, Robert T. Lange |
NeurIPS | 1 |
| 2024 | Artificial Generational Intelligence: Cultural Accumulation in Reinforcement LearningabstractCultural accumulation drives the open-ended and diverse progress in capabilities spanning human history. It builds an expanding body of knowledge and skills by combining individual exploration with inter-generational information transmission. Despite its widespread success among humans, the capacity for artificial learning agents to accumulate culture remains under-explored. In particular, approaches to reinforcement learning typically strive for improvements over only a single lifetime. Generational algorithms that do exist fail to capture the open-ended, emergent nature of cultural accumulation, which allows individuals to trade-off innovation and imitation. Building on the previously demonstrated ability for reinforcement learning agents to perform social learning, we find that training setups which balance this with independent learning give rise to cultural accumulation. These accumulating agents outperform those trained for a single lifetime with the same cumulative experience. We explore this accumulation by constructing two models under two distinct notions of a generation: episodic generations, in which accumulation occurs via in-context learning and train-time generations, in which accumulation occurs via in-weights learning. In-context and in-weights cultural accumulation can be interpreted as analogous to knowledge and skill accumulation, respectively. To the best of our knowledge, this work is the first to present general models that achieve emergent cultural accumulation in reinforcement learning, opening up new avenues towards more open-ended learning systems, as well as presenting new opportunities for modelling human culture. Jonathan Cook 0004, Chris Lu 0001, Edward Hughes 0001, Joel Z. Leibo, Jakob N. Foerster |
NeurIPS | 2 |
| 2024 | Can Learned Optimization Make Reinforcement Learning Less Difficult?abstractWhile reinforcement learning (RL) holds great potential for decision making in the real world, it suffers from a number of unique difficulties which often need specific consideration. In particular: it is highly non-stationary; suffers from high degrees of plasticity loss; and requires exploration to prevent premature convergence to local optima and maximize return. In this paper, we consider whether learned optimization can help overcome these problems. Our method, Learned **O**ptimization for **P**lasticity, **E**xploration and **N**on-stationarity (*OPEN*), meta-learns an update rule whose input features and output structure are informed by previously proposed solutions to these difficulties. We show that our parameterization is flexible enough to enable meta-learning in diverse learning contexts, including the ability to use stochasticity for exploration. Our experiments demonstrate that when meta-trained on single and small sets of environments, *OPEN* outperforms or equals traditionally used optimizers. Furthermore, *OPEN* shows strong generalization characteristics across a range of environments and agent architectures. Alexander David Goldie, Chris Lu 0001, Matthew Thomas Jackson, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 2 |
| 2024 | Recurrent Reinforcement Learning with MemoroidsabstractMemory models such as Recurrent Neural Networks (RNNs) and Transformers address Partially Observable Markov Decision Processes (POMDPs) by mapping trajectories to latent Markov states. Neither model scales particularly well to long sequences, especially compared to an emerging class of memory models called Linear Recurrent Models. We discover that the recurrent update of these models resembles a monoid, leading us to reformulate existing models using a novel monoid-based framework that we call memoroids. We revisit the traditional approach to batching in recurrent reinforcement learning, highlighting theoretical and empirical deficiencies. We leverage memoroids to propose a batching method that improves sample efficiency, increases the return, and simplifies the implementation of recurrent loss functions in reinforcement learning. Steven D. Morad, Chris Lu 0001, Ryan Kortvelesy, Stephan Liwicki, Jakob N. Foerster, Amanda Prorok |
NeurIPS | 2 |
| 2024 | JaxMARL: Multi-Agent RL Environments and Algorithms in JAXabstractBenchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is up to 12,500 times faster than existing approaches. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl. Alex Rutherford, Benjamin Ellis, Matteo Gallici, Jonathan Cook 0004, Andrei Lupu, Garðar Ingvarsson, Timon Willi, Ravi Hammond, Akbir Khan, Christian Schröder de Witt, Alexandra Souly, Saptarashmi Bandyopadhyay, Mikayel Samvelyan, Minqi Jiang, Robert T. Lange, Shimon Whiteson, Bruno Lacerda, Nick Hawes, Tim Rocktäschel, Chris Lu 0001, Jakob N. Foerster |
NeurIPS | 20 |
| 2023 | Discovering Attention-Based Genetic Algorithms via Meta-Black-Box OptimizationabstractGenetic algorithms constitute a family of black-box optimization algorithms, which take inspiration from the principles of biological evolution. While they provide a general-purpose tool for optimization, their particular instantiations can be heuristic and motivated by loose biological intuition. In this work we explore a fundamentally different approach: Given a sufficiently flexible parametrization of the genetic operators, we discover entirely new genetic algorithms in a data-driven fashion. More specifically, we parametrize selection and mutation rate adaptation as cross- and self-attention modules and use Meta-Black-Box-Optimization to evolve their parameters on a set of diverse optimization tasks. The resulting Learned Genetic Algorithm outperforms state-of-the-art adaptive baseline genetic algorithms and generalizes far beyond its meta-training settings. The learned algorithm can be applied to previously unseen optimization problems, search dimensions & evaluation budgets. We conduct extensive analysis of the discovered operators and provide ablation experiments, which highlight the benefits of flexible module parametrization and the ability to transfer ('plug-in') the learned operators to conventional genetic algorithms. Robert T. Lange, Tom Schaul, Yutian Chen 0001, Chris Lu 0001, Tom Zahavy, Valentin Dalibard, Sebastian Flennerhag |
GECCO | 4 |
| 2023 | Discovering Evolution Strategies via Meta-Black-Box Optimization
Robert T. Lange, Tom Schaul, Yutian Chen 0001, Tom Zahavy, Valentin Dalibard, Chris Lu 0001, Satinder Singh 0001, Sebastian Flennerhag |
ICLR | 6 |
| 2023 | Adversarial Cheap TalkabstractAdversarial attacks in reinforcement learning (RL) often assume highly-privileged access to the victim’s parameters, environment, or data. Instead, this paper proposes a novel adversarial setting called a Cheap Talk MDP in which an Adversary can merely append deterministic messages to the Victim’s observation, resulting in a minimal range of influence. The Adversary cannot occlude ground truth, influence underlying environment dynamics or reward signals, introduce non-stationarity, add stochasticity, see the Victim’s actions, or access their parameters. Additionally, we present a simple meta-learning algorithm called Adversarial Cheap Talk (ACT) to train Adversaries in this setting. We demonstrate that an Adversary trained with ACT can still significantly influence the Victim’s training and testing performance, despite the highly constrained setting. Affecting train-time performance reveals a new attack vector and provides insight into the success and failure modes of existing RL algorithms. More specifically, we show that an ACT Adversary is capable of harming performance by interfering with the learner’s function approximation, or instead helping the Victim’s performance by outputting useful features. Finally, we show that an ACT Adversary can manipulate messages during train-time to directly and arbitrarily control the Victim at test-time. Chris Lu 0001, Timon Willi, Alistair Letcher, Jakob N. Foerster |
ICML | 1 |
| 2023 | Structured State Space Models for In-Context Reinforcement LearningabstractStructured state space sequence (S4) models have recently achieved state-of-the-art performance on long-range sequence modeling tasks. These models also have fast inference speeds and parallelisable training, making them potentially useful in many reinforcement learning settings. We propose a modification to a variant of S4 that enables us to initialise and reset the hidden state in parallel, allowing us to tackle reinforcement learning tasks. We show that our modified architecture runs asymptotically faster than Transformers in sequence length and performs better than RNN's on a simple memory-based task. We evaluate our modified architecture on a set of partially-observable environments and find that, in practice, our model outperforms RNN's while also running over five times faster. Then, by leveraging the model’s ability to handle long-range sequences, we achieve strong performance on a challenging meta-learning task in which the agent is given a randomly-sampled continuous control environment, combined with a randomly-sampled linear projection of the environment's observations and actions. Furthermore, we show the resulting model can adapt to out-of-distribution held-out tasks. Overall, the results presented in this paper show that structured state space models are fast and performant for in-context reinforcement learning tasks. We provide code at https://github.com/luchris429/s5rl. Chris Lu 0001, Yannick Schroecker, Albert Gu, Emilio Parisotto, Jakob N. Foerster, Satinder Singh 0001, Feryal M. P. Behbahani |
NeurIPS | 1 |
| 2023 | Discovering General Reinforcement Learning Algorithms with Adversarial Environment DesignabstractThe past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments. Matthew Thomas Jackson, Minqi Jiang, Jack Parker-Holder, Risto Vuorio, Chris Lu 0001, Gregory Farquhar, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 5 |
| 2022 | Model-Free Opponent ShapingabstractIn general-sum games the interaction of self-interested learning agents commonly leads to collectively worst-case outcomes, such as defect-defect in the iterated prisoner’s dilemma (IPD). To overcome this, some methods, such as Learning with Opponent-Learning Awareness (LOLA), directly shape the learning process of their opponents. However, these methods are myopic since only a small number of steps can be anticipated, are asymmetric since they treat other agents as naive learners, and require the use of higher-order derivatives, which are calculated through white-box access to an opponent’s differentiable learning algorithm. To address these issues, we propose Model-Free Opponent Shaping (M-FOS). M-FOS learns in a meta-game in which each meta-step is an episode of the underlying game. The meta-state consists of the policies in the underlying game and the meta-policy produces a new policy to be used in the next episode. M-FOS then uses generic model-free optimisation methods to learn meta-policies that accomplish long-horizon opponent shaping. Empirically, M-FOS near-optimally exploits naive learners and other, more sophisticated algorithms from the literature. For example, to the best of our knowledge, it is the first method to learn the well-known ZD extortion strategy in the IPD. In the same settings, M-FOS leads to socially optimal outcomes under meta-self-play. Finally, we show that M-FOS can be scaled to high-dimensional settings. Chris Lu 0001, Timon Willi, Christian Schröder de Witt, Jakob N. Foerster |
ICML | 1 |
| 2022 | Discovered Policy OptimisationabstractTremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a “drift” function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings. Chris Lu 0001, Jakub Grudzien Kuba, Alistair Letcher, Luke Metz, Christian Schröder de Witt, Jakob N. Foerster |
NeurIPS | 1 |
| 2022 | Proximal Learning With Opponent-Learning AwarenessabstractLearning With Opponent-Learning Awareness (LOLA) (Foerster et al. [2018a]) is a multi-agent reinforcement learning algorithm that typically learns reciprocity-based cooperation in partially competitive environments. However, LOLA often fails to learn such behaviour on more complex policy spaces parameterized by neural networks, partly because the update rule is sensitive to the policy parameterization. This problem is especially pronounced in the opponent modeling setting, where the opponent's policy is unknown and must be inferred from observations; in such settings, LOLA is ill-specified because behaviorally equivalent opponent policies can result in non-equivalent updates. To address this shortcoming, we reinterpret LOLA as approximating a proximal operator, and then derive a new algorithm, proximal LOLA (POLA), which uses the proximal formulation directly. Unlike LOLA, the POLA updates are parameterization invariant, in the sense that when the proximal objective has a unique optimum, behaviorally equivalent policies result in behaviorally equivalent updates. We then present practical approximations to the ideal POLA update, which we evaluate in several partially competitive environments with function approximation and opponent modeling. This empirically demonstrates that POLA achieves reciprocity-based cooperation more reliably than LOLA. Stephen Zhao, Chris Lu 0001, Roger B. Grosse, Jakob N. Foerster |
NeurIPS | 2 |
| 2019 | Learning to Control Self-Assembling Morphologies: A Study of Generalization via ModularityabstractContemporary sensorimotor learning approaches typically start with an existing complex agent (e.g., a robotic arm), which they learn to control. In contrast, this paper investigates a modular co-evolution strategy: a collection of primitive agents learns to dynamically self-assemble into composite bodies while also learning to coordinate their behavior to control these bodies. Each primitive agent consists of a limb with a motor attached at one end. Limbs may choose to link up to form collectives. When a limb initiates a link-up action and there is another limb nearby, the latter is magnetically connected to the 'parent' limb's motor. This forms a new single agent, which may further link with other agents. In this way, complex morphologies can emerge, controlled by a policy whose architecture is in explicit correspondence with the morphology. We evaluate the performance of these dynamic and modular agents in simulated environments. We demonstrate better generalization to test-time changes both in the environment, as well as in the structure of the agent, compared to static and monolithic baselines. Project videos and source code are provided in the supplementary material. Deepak Pathak, Chris Lu 0001, Trevor Darrell, Phillip Isola, Alexei A. Efros |
NeurIPS | 2 |