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Arthur Guez

dblp:79/6713 · DBLP profile ↗
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24ranked-venue papers
8as first author
8since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 24 · 8 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
20 papers
Reinforcement learning · 83% Planning, search and constraint satisfaction · 13% Knowledge representation and reasoning · 2%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%

Topics — the 30 heaviest of 42, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
model-based reinforcement learning
2.272021
On the role of planning in model-based deep reinforcement learning · ICLR 2021
Value-driven Hindsight Modelling · NeurIPS 2020
Woulda, Coulda, Shoulda: Counterfactually-Guided Policy Search · ICLR (Poster) 2019
Machine learning › Reinforcement learning
offline reinforcement learning
1.842022
Large-Scale Retrieval for Reinforcement Learning · NeurIPS 2022
Retrieval-Augmented Reinforcement Learning · ICML 2022
COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
1.242022
Policy improvement by planning with Gumbel · ICLR 2022
Learning to Search with MCTSnets · ICML 2018
Bayes-Adaptive Simulation-based Search with Value Function Approximation · NIPS 2014
Machine learning › Reinforcement learning
value-based reinforcement learning
1.242020
Value-driven Hindsight Modelling · NeurIPS 2020
Learning values across many orders of magnitude · NIPS 2016
Deep Reinforcement Learning with Double Q-Learning · AAAI 2016
Machine learning › Reinforcement learning › partially observable reinforcement learning › memory-based reinforcement learning
retrieval-augmented reinforcement learning
1.122022
Large-Scale Retrieval for Reinforcement Learning · NeurIPS 2022
Retrieval-Augmented Reinforcement Learning · ICML 2022
Machine learning › Reinforcement learning
model-free reinforcement learning
0.832021
An Investigation of Model-Free Planning · ICML 2019
Imagination-Augmented Agents for Deep Reinforcement Learning · NIPS 2017
Counterfactual Credit Assignment in Model-Free Reinforcement Learning · ICML 2021
Machine learning › Reinforcement learning
deep reinforcement learning
0.822021
On the role of planning in model-based deep reinforcement learning · ICLR 2021
Deep Reinforcement Learning with Double Q-Learning · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning
0.722019
An Investigation of Model-Free Planning · ICML 2019
Learning to Search with MCTSnets · ICML 2018
Machine learning › Reinforcement learning
constrained reinforcement learning
0.612022
COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022
Machine learning › Reinforcement learning › policy optimization
policy improvement
0.612022
Policy improvement by planning with Gumbel · ICLR 2022
Machine learning › Reinforcement learning › off-policy evaluation
stationary distribution correction
0.612022
COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022
Information retrieval
similarity search
0.612022
Large-Scale Retrieval for Reinforcement Learning · NeurIPS 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment
0.512021
Counterfactual Credit Assignment in Model-Free Reinforcement Learning · ICML 2021
Machine learning › Reinforcement learning › value function estimation
future-dependent value function
0.512021
Counterfactual Credit Assignment in Model-Free Reinforcement Learning · ICML 2021
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.512021
Counterfactual Credit Assignment in Model-Free Reinforcement Learning · ICML 2021
Machine learning › Reinforcement learning
policy optimization
0.512021
Muesli: Combining Improvements in Policy Optimization · ICML 2021
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning
0.522016
Deep Reinforcement Learning with Double Q-Learning · AAAI 2016
Increasing the Action Gap: New Operators for Reinforcement Learning · AAAI 2016
Machine learning › Reinforcement learning
value function approximation
0.422016
Learning values across many orders of magnitude · NIPS 2016
Bayes-Adaptive Simulation-based Search with Value Function Approximation · NIPS 2014
Machine learning › Reinforcement learning
value function estimation
0.412020
Value-driven Hindsight Modelling · NeurIPS 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning › causal reasoning
counterfactual reasoning
0.412019
Woulda, Coulda, Shoulda: Counterfactually-Guided Policy Search · ICLR (Poster) 2019
Machine learning › Reinforcement learning
policy search
0.412019
Woulda, Coulda, Shoulda: Counterfactually-Guided Policy Search · ICLR (Poster) 2019
Machine learning › Reinforcement learning
policy learning
0.312017
Imagination-Augmented Agents for Deep Reinforcement Learning · NIPS 2017
Machine learning › Reinforcement learning
value prediction
0.312017
The Predictron: End-To-End Learning and Planning · ICML 2017
Machine learning › Reinforcement learning › multi-armed bandit
action gap
0.212016
Increasing the Action Gap: New Operators for Reinforcement Learning · AAAI 2016
Machine learning › Deep learning architectures and training › normalization
adaptive normalization
0.212016
Learning values across many orders of magnitude · NIPS 2016
Machine learning › Reinforcement learning › dynamic programming
bellman operator
0.212016
Increasing the Action Gap: New Operators for Reinforcement Learning · AAAI 2016
Machine learning › Reinforcement learning › value-based reinforcement learning › q-learning
double q-learning
0.212016
Deep Reinforcement Learning with Double Q-Learning · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
bayes-adaptive planning
0.212014
Bayes-Adaptive Simulation-based Search with Value Function Approximation · NIPS 2014
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.212022
Large-Scale Retrieval for Reinforcement Learning · NeurIPS 2022
Machine learning › Reinforcement learning
safe reinforcement learning
0.212022
COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022

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

end-to-end learning · 1.4attention · 1.1approximate nearest neighbor · 1.1planning · 1.1stationary distribution correction estimation · 0.6retrieval network · 0.6r2d2 · 0.6off-policy learning · 0.6gumbel · 0.6DQN · 0.6batch-mode reinforcement learning · 0.1
YearPublicationVenuePosition
2025 A Unifying Framework for Action-Conditional Self-Predictive Reinforcement Learning
abstract
Learning a good representation is a crucial challenge for reinforcement learning (RL) agents. Self-predictive algorithms jointly learn a latent representation and dynamics model by bootstrapping from future latent representations (BYOL). Recent work has developed theoretical insights into these algorithms by studying a continuous-time ODE model in the case of a fixed policy (BYOL-$\Pi$); this assumption is at odds with practical implementations, which explicitly condition their predictions on future actions. In this work, we take a step towards bridging the gap between theory and practice by analyzing an action-conditional self-predictive objective (BYOL-AC) using the ODE framework. Interestingly, we uncover that BYOL-$\Pi$ and BYOL-AC are related through the lens of variance. We unify the study of these objectives through two complementary lenses; a model-based perspective, where each objective is related to low-rank approximation of certain dynamics, and a model-free perspective, which relates the objectives to modified value, Q-value, and Advantage functions. This mismatch with the true value functions leads to the empirical observation (in both linear and deep RL experiments) that BYOL-$\Pi$ and BYOL-AC are either very similar in performance across many tasks or task-dependent.
Khimya Khetarpal, Zhaohan Guo, Bernardo Ávila Pires, Yunhao Tang, Clare Lyle, Mark Rowland 0001, Nicolas Heess, Diana Borsa, Arthur Guez, Will Dabney
AISTATS9
2022 COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation
Jongmin Lee 0004, Cosmin Paduraru, Daniel J. Mankowitz, Nicolas Heess, Doina Precup, Kee-Eung Kim, Arthur Guez
ICLR7
2022 Policy improvement by planning with Gumbel
Ivo Danihelka, Arthur Guez, Julian Schrittwieser, David Silver 0001
ICLR2
2022 Retrieval-Augmented Reinforcement Learning
abstract
Most deep reinforcement learning (RL) algorithms distill experience into parametric behavior policies or value functions via gradient updates. While effective, this approach has several disadvantages: (1) it is computationally expensive, (2) it can take many updates to integrate experiences into the parametric model, (3) experiences that are not fully integrated do not appropriately influence the agent’s behavior, and (4) behavior is limited by the capacity of the model. In this paper we explore an alternative paradigm in which we train a network to map a dataset of past experiences to optimal behavior. Specifically, we augment an RL agent with a retrieval process (parameterized as a neural network) that has direct access to a dataset of experiences. This dataset can come from the agent’s past experiences, expert demonstrations, or any other relevant source. The retrieval process is trained to retrieve information from the dataset that may be useful in the current context, to help the agent achieve its goal faster and more efficiently. The proposed method facilitates learning agents that at test time can condition their behavior on the entire dataset and not only the current state, or current trajectory. We integrate our method into two different RL agents: an offline DQN agent and an online R2D2 agent. In offline multi-task problems, we show that the retrieval-augmented DQN agent avoids task interference and learns faster than the baseline DQN agent. On Atari, we show that retrieval-augmented R2D2 learns significantly faster than the baseline R2D2 agent and achieves higher scores. We run extensive ablations to measure the contributions of the components of our proposed method.
Anirudh Goyal, Abram L. Friesen, Andrea Banino, Theophane Weber, Nan Rosemary Ke, Adrià Puigdomènech Badia, Arthur Guez, Mehdi Mirza, Peter Conway Humphreys, Ksenia Konyushkova, Michal Valko, Simon Osindero, Timothy P. Lillicrap, Nicolas Heess, Charles Blundell
ICML7
2022 Large-Scale Retrieval for Reinforcement Learning
abstract
Effective decision making involves flexibly relating past experiences and relevant contextual information to a novel situation. In deep reinforcement learning (RL), the dominant paradigm is for an agent to amortise information that helps decision-making into its network weights via gradient descent on training losses. Here, we pursue an alternative approach in which agents can utilise large-scale context-sensitive database lookups to support their parametric computations. This allows agents to directly learn in an end-to-end manner to utilise relevant information to inform their outputs. In addition, new information can be attended to by the agent, without retraining, by simply augmenting the retrieval dataset. We study this approach for offline RL in 9x9 Go, a challenging game for which the vast combinatorial state space privileges generalisation over direct matching to past experiences. We leverage fast, approximate nearest neighbor techniques in order to retrieve relevant data from a set of tens of millions of expert demonstration states. Attending to this information provides a significant boost to prediction accuracy and game-play performance over simply using these demonstrations as training trajectories, providing a compelling demonstration of the value of large-scale retrieval in offline RL agents.
Peter Conway Humphreys, Arthur Guez, Olivier Tieleman, Laurent Sifre, Theophane Weber, Timothy P. Lillicrap
NeurIPS2
2021 On the role of planning in model-based deep reinforcement learning
Jessica B. Hamrick, Abram L. Friesen, Feryal M. P. Behbahani, Arthur Guez, Fabio Viola, Sims Witherspoon, Thomas W. Anthony 0001, Lars Buesing, Petar Velickovic, Theophane Weber
ICLR4
2021 Muesli: Combining Improvements in Policy Optimization
abstract
We propose a novel policy update that combines regularized policy optimization with model learning as an auxiliary loss. The update (henceforth Muesli) matches MuZero’s state-of-the-art performance on Atari. Notably, Muesli does so without using deep search: it acts directly with a policy network and has computation speed comparable to model-free baselines. The Atari results are complemented by extensive ablations, and by additional results on continuous control and 9x9 Go.
Matteo Hessel, Ivo Danihelka, Fabio Viola, Arthur Guez, Simon Schmitt, Laurent Sifre, Theophane Weber, David Silver 0001, Hado van Hasselt
ICML4
2021 Counterfactual Credit Assignment in Model-Free Reinforcement Learning
abstract
Credit assignment in reinforcement learning is the problem of measuring an action’s influence on future rewards. In particular, this requires separating skill from luck, i.e. disentangling the effect of an action on rewards from that of external factors and subsequent actions. To achieve this, we adapt the notion of counterfactuals from causality theory to a model-free RL setup. The key idea is to condition value functions on future events, by learning to extract relevant information from a trajectory. We formulate a family of policy gradient algorithms that use these future-conditional value functions as baselines or critics, and show that they are provably low variance. To avoid the potential bias from conditioning on future information, we constrain the hindsight information to not contain information about the agent’s actions. We demonstrate the efficacy and validity of our algorithm on a number of illustrative and challenging problems.
Thomas Mesnard, Theophane Weber, Fabio Viola, Shantanu Thakoor, Alaa Saade, Anna Harutyunyan, Will Dabney, Thomas S. Stepleton, Nicolas Heess, Arthur Guez, Eric Moulines, Marcus Hutter, Lars Buesing, Rémi Munos
ICML10
2020 Value-driven Hindsight Modelling
abstract
Value estimation is a critical component of the reinforcement learning (RL) paradigm. The question of how to effectively learn value predictors from data is one of the major problems studied by the RL community, and different approaches exploit structure in the problem domain in different ways. Model learning can make use of the rich transition structure present in sequences of observations, but this approach is usually not sensitive to the reward function. In contrast, model-free methods directly leverage the quantity of interest from the future, but receive a potentially weak scalar signal (an estimate of the return). We develop an approach for representation learning in RL that sits in between these two extremes: we propose to learn what to model in a way that can directly help value prediction. To this end, we determine which features of the future trajectory provide useful information to predict the associated return. This provides tractable prediction targets that are directly relevant for a task, and can thus accelerate learning the value function. The idea can be understood as reasoning, in hindsight, about which aspects of the future observations could help past value prediction. We show how this can help dramatically even in simple policy evaluation settings. We then test our approach at scale in challenging domains, including on 57 Atari 2600 games.
Arthur Guez, Fabio Viola, Theophane Weber, Lars Buesing, Steven Kapturowski, Doina Precup, David Silver 0001, Nicolas Heess
NeurIPS1
2019 Woulda, Coulda, Shoulda: Counterfactually-Guided Policy Search
Lars Buesing, Theophane Weber, Yori Zwols, Nicolas Heess, Sébastien Racanière, Arthur Guez, Jean-Baptiste Lespiau
ICLR (Poster)6
2019 An Investigation of Model-Free Planning
abstract
The field of reinforcement learning (RL) is facing increasingly challenging domains with combinatorial complexity. For an RL agent to address these challenges, it is essential that it can plan effectively. Prior work has typically utilized an explicit model of the environment, combined with a specific planning algorithm (such as tree search). More recently, a new family of methods have been proposed that learn how to plan, by providing the structure for planning via an inductive bias in the function approximator (such as a tree structured neural network), trained end-to-end by a model-free RL algorithm. In this paper, we go even further, and demonstrate empirically that an entirely model-free approach, without special structure beyond standard neural network components such as convolutional networks and LSTMs, can learn to exhibit many of the characteristics typically associated with a model-based planner. We measure our agent’s effectiveness at planning in terms of its ability to generalize across a combinatorial and irreversible state space, its data efficiency, and its ability to utilize additional thinking time. We find that our agent has many of the characteristics that one might expect to find in a planning algorithm. Furthermore, it exceeds the state-of-the-art in challenging combinatorial domains such as Sokoban and outperforms other model-free approaches that utilize strong inductive biases toward planning.
Arthur Guez, Mehdi Mirza, Karol Gregor, Rishabh Kabra, Sébastien Racanière, Theophane Weber, David Raposo, Adam Santoro, Laurent Orseau, Tom Eccles, Greg Wayne, David Silver 0001, Timothy P. Lillicrap
ICML1
2018 Adaptive planning in human search
Moritz Krusche, Eric Schulz, Arthur Guez, Maarten Speekenbrink
CogSci3
2018 Learning to Search with MCTSnets
abstract
Planning problems are among the most important and well-studied problems in artificial intelligence. They are most typically solved by tree search algorithms that simulate ahead into the future, evaluate future states, and back-up those evaluations to the root of a search tree. Among these algorithms, Monte-Carlo tree search (MCTS) is one of the most general, powerful and widely used. A typical implementation of MCTS uses cleverly designed rules, optimised to the particular characteristics of the domain. These rules control where the simulation traverses, what to evaluate in the states that are reached, and how to back-up those evaluations. In this paper we instead learn where, what and how to search. Our architecture, which we call an MCTSnet, incorporates simulation-based search inside a neural network, by expanding, evaluating and backing-up a vector embedding. The parameters of the network are trained end-to-end using gradient-based optimisation. When applied to small searches in the well-known planning problem Sokoban, the learned search algorithm significantly outperformed MCTS baselines.
Arthur Guez, Theophane Weber, Ioannis Antonoglou, Karen Simonyan, Oriol Vinyals, Daan Wierstra, Rémi Munos, David Silver 0001
ICML1
2017 The Predictron: End-To-End Learning and Planning
abstract
One of the key challenges of artificial intelligence is to learn models that are effective in the context of planning. In this document we introduce the predictron architecture. The predictron consists of a fully abstract model, represented by a Markov reward process, that can be rolled forward multiple “imagined” planning steps. Each forward pass of the predictron accumulates internal rewards and values over multiple planning depths. The predictron is trained end-to-end so as to make these accumulated values accurately approximate the true value function. We applied the predictron to procedurally generated random mazes and a simulator for the game of pool. The predictron yielded significantly more accurate predictions than conventional deep neural network architectures.
David Silver 0001, Hado van Hasselt, Matteo Hessel, Tom Schaul, Arthur Guez, Tim Harley, Gabriel Dulac-Arnold, David P. Reichert, Neil C. Rabinowitz, André Barreto 0001, Thomas Degris
ICML5
2017 Imagination-Augmented Agents for Deep Reinforcement Learning
abstract
We introduce Imagination-Augmented Agents (I2As), a novel architecture for deep reinforcement learning combining model-free and model-based aspects. In contrast to most existing model-based reinforcement learning and planning methods, which prescribe how a model should be used to arrive at a policy, I2As learn to interpret predictions from a trained environment model to construct implicit plans in arbitrary ways, by using the predictions as additional context in deep policy networks. I2As show improved data efficiency, performance, and robustness to model misspecification compared to several strong baselines.
Sébastien Racanière, Theophane Weber, David P. Reichert, Lars Buesing, Arthur Guez, Danilo Jimenez Rezende, Adrià Puigdomènech Badia, Oriol Vinyals, Nicolas Heess, Yujia Li 0001, Razvan Pascanu, Peter W. Battaglia, Demis Hassabis, David Silver 0001, Daan Wierstra
NIPS5
2016 Increasing the Action Gap: New Operators for Reinforcement Learning
abstract
This paper introduces new optimality-preserving operators on Q-functions. We first describe an operator for tabular representations, the consistent Bellman operator, which incorporates a notion of local policy consistency. We show that this local consistency leads to an increase in the action gap at each state; increasing this gap, we argue, mitigates the undesirable effects of approximation and estimation errors on the induced greedy policies. This operator can also be applied to discretized continuous space and time problems, and we provide empirical results evidencing superior performance in this context. Extending the idea of a locally consistent operator, we then derive sufficient conditions for an operator to preserve optimality, leading to a family of operators which includes our consistent Bellman operator. As corollaries we provide a proof of optimality for Baird's advantage learning algorithm and derive other gap-increasing operators with interesting properties. We conclude with an empirical study on 60 Atari 2600 games illustrating the strong potential of these new operators.
Marc G. Bellemare, Georg Ostrovski, Arthur Guez, Philip S. Thomas, Rémi Munos
AAAI3
2016 Deep Reinforcement Learning with Double Q-Learning
abstract
The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.
Hado van Hasselt, Arthur Guez, David Silver 0001
AAAI2
2016 Learning values across many orders of magnitude
abstract
Most learning algorithms are not invariant to the scale of the signal that is being approximated. We propose to adaptively normalize the targets used in the learning updates. This is important in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior. Using adaptive normalization we can remove this domain-specific heuristic without diminishing overall performance.
Hado van Hasselt, Arthur Guez, Matteo Hessel, Volodymyr Mnih, David Silver 0001
NIPS2
2014 Bayes-Adaptive Simulation-based Search with Value Function Approximation
Arthur Guez, Nicolas Heess, David Silver 0001, Peter Dayan
NIPS1
2013 Scalable and Efficient Bayes-Adaptive Reinforcement Learning Based on Monte-Carlo Tree Search
abstract
Bayesian planning is a formally elegant approach to learning optimal behaviour under model uncertainty, trading off exploration and exploitation in an ideal way. Unfortunately, planning optimally in the face of uncertainty is notoriously taxing, since the search space is enormous. In this paper we introduce a tractable, sample-based method for approximate Bayes-optimal planning which exploits Monte-Carlo tree search. Our approach avoids expensive applications of Bayes rule within the search tree by sampling models from current beliefs, and furthermore performs this sampling in a lazy manner. This enables it to outperform previous Bayesian model-based reinforcement learning algorithms by a significant margin on several well-known benchmark problems. As we show, our approach can even work in problems with an infinite state space that lie qualitatively out of reach of almost all previous work in Bayesian exploration.
Arthur Guez, David Silver 0001, Peter Dayan
J. Artif. Intell. Res.1
2012 Efficient Bayes-Adaptive Reinforcement Learning using Sample-Based Search
abstract
Bayesian model-based reinforcement learning is a formally elegant approach to learning optimal behaviour under model uncertainty, trading off exploration and exploitation in an ideal way. Unfortunately, finding the resulting Bayes-optimal policies is notoriously taxing, since the search space becomes enormous. In this paper we introduce a tractable, sample-based method for approximate Bayes-optimal planning which exploits Monte-Carlo tree search. Our approach outperformed prior Bayesian model-based RL algorithms by a significant margin on several well-known benchmark problems -- because it avoids expensive applications of Bayes rule within the search tree by lazily sampling models from the current beliefs. We illustrate the advantages of our approach by showing it working in an infinite state space domain which is qualitatively out of reach of almost all previous work in Bayesian exploration.
Arthur Guez, David Silver 0001, Peter Dayan
NIPS1
2010 Multi-tasking SLAM
abstract
The problem of simultaneous localization and mapping (SLAM) is one of the most studied in the robotics literature. Most existing approaches, however, focus on scenarios where localization and mapping are the only tasks on the robot's agenda. In many real-world scenarios, a robot may be called on to perform other tasks simultaneously, in addition to localization and mapping. These can include target-following (or avoidance), search-and-rescue, point-to-point navigation, refueling, and so on. This paper proposes a framework that balances localization, mapping, and other planning objectives, thus allowing robots to solve sequential decision tasks under map and pose uncertainty. Our approach combines a SLAM algorithm with an online POMDP approach to solve diverse navigation tasks, without prior training, in an unknown environment.
Arthur Guez, Joelle Pineau
ICRA1
2009 Treating Epilepsy via Adaptive Neurostimulation: a Reinforcement Learning Approach
abstract
This paper presents a new methodology for automatically learning an optimal neurostimulation strategy for the treatment of epilepsy. The technical challenge is to automatically modulate neurostimulation parameters, as a function of the observed EEG signal, so as to minimize the frequency and duration of seizures. The methodology leverages recent techniques from the machine learning literature, in particular the reinforcement learning paradigm, to formalize this optimization problem. We present an algorithm which is able to automatically learn an adaptive neurostimulation strategy directly from labeled training data acquired from animal brain tissues. Our results suggest that this methodology can be used to automatically find a stimulation strategy which effectively reduces the incidence of seizures, while also minimizing the amount of stimulation applied. This work highlights the crucial role that modern machine learning techniques can play in the optimization of treatment strategies for patients with chronic disorders such as epilepsy.
Joelle Pineau, Arthur Guez, Robert D. Vincent, Gabriella Panuccio, Massimo Avoli
Int. J. Neural Syst.2
2008 Adaptive Treatment of Epilepsy via Batch-mode Reinforcement Learning
Arthur Guez, Robert D. Vincent, Massimo Avoli, Joelle Pineau
AAAI1