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Nico Gürtler

dblp:223/4063 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Systems, architecture and hardware · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Reinforcement learning · 71% Motion planning and robot control · 17% Robot manipulation · 7%

Topics — the 15 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
0.912025
Zero-Shot Offline Imitation Learning via Optimal Transport · ICML 2025
Machine learning › Reinforcement learning › imitation learning
occupancy matching
0.912025
Zero-Shot Offline Imitation Learning via Optimal Transport · ICML 2025
Machine learning › Reinforcement learning › imitation learning
offline imitation learning
0.912025
Zero-Shot Offline Imitation Learning via Optimal Transport · ICML 2025
Robotics › Motion planning and robot control
robot learning
0.922023
Benchmarking Offline Reinforcement Learning on Real-Robot Hardware · ICLR 2023
AIMY: An Open-source Table Tennis Ball Launcher for Versatile and High-fidelity Trajectory Generation · ICRA 2023
Machine learning › Reinforcement learning
offline reinforcement learning
0.712023
Benchmarking Offline Reinforcement Learning on Real-Robot Hardware · ICLR 2023
Robotics › Motion planning and robot control › robot learning
offline robot learning
0.712023
Benchmarking Offline Reinforcement Learning on Real-Robot Hardware · ICLR 2023
Robotics › Robot manipulation › nonprehensile manipulation › dynamic manipulation
table tennis robot
0.712023
AIMY: An Open-source Table Tennis Ball Launcher for Versatile and High-fidelity Trajectory Generation · ICRA 2023
Machine learning › Reinforcement learning
actor-critic methods
0.612022
Direct Advantage Estimation · NeurIPS 2022
Machine learning › Reinforcement learning › value function estimation
advantage estimation
0.612022
Direct Advantage Estimation · NeurIPS 2022
Machine learning › Reinforcement learning
value function estimation
0.612022
Direct Advantage Estimation · NeurIPS 2022
Machine learning › Efficient and distributed learning
data-efficient learning
0.512021
Hierarchical Reinforcement Learning with Timed Subgoals · NeurIPS 2021
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.512021
Hierarchical Reinforcement Learning with Timed Subgoals · NeurIPS 2021
Machine learning › Reinforcement learning
long-horizon tasks
0.512021
Hierarchical Reinforcement Learning with Timed Subgoals · NeurIPS 2021
Machine learning › Reinforcement learning
goal-conditioned reinforcement learning
0.312025
Zero-Shot Offline Imitation Learning via Optimal Transport · ICML 2025
Machine learning › Reinforcement learning
real-world reinforcement learning
0.212023
AIMY: An Open-source Table Tennis Ball Launcher for Versatile and High-fidelity Trajectory Generation · ICRA 2023

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

world model · 0.9optimal transport · 0.9goal-conditioned value function · 0.9trajectory learning · 0.7open-source hardware design · 0.7offline reinforcement learning · 0.7temporal difference learning · 0.6generalized advantage estimation · 0.6causal effect estimation · 0.6dynamic environments · 0.5
YearPublicationVenuePosition
2025 Zero-Shot Offline Imitation Learning via Optimal Transport
abstract
Zero-shot imitation learning algorithms hold the promise of reproducing unseen behavior from as little as a single demonstration at test time. Existing practical approaches view the expert demonstration as a sequence of goals, enabling imitation with a high-level goal selector, and a low-level goal-conditioned policy. However, this framework can suffer from myopic behavior: the agent’s immediate actions towards achieving individual goals may undermine long-term objectives. We introduce a novel method that mitigates this issue by directly optimizing the occupancy matching objective that is intrinsic to imitation learning. We propose to lift a goal-conditioned value function to a distance between occupancies, which are in turn approximated via a learned world model. The resulting method can learn from offline, suboptimal data, and is capable of non-myopic, zero-shot imitation, as we demonstrate in complex, continuous benchmarks. The code is available at https://github.com/martius-lab/zilot.
Thomas Rupf, Marco Bagatella, Nico Gürtler, Jonas Frey, Georg Martius
ICML3
2025 A Smooth Analytical Formulation of Collision Detection and Rigid Body Dynamics With Contact
abstract
Generating intelligent robot behavior in contact-rich settings is a research problem where zeroth-order methods currently prevail. A major contributor to the success of such methods is their robustness in the face of non-smooth and discontinuous optimization landscapes that are characteristic of contact interactions, yet zeroth-order methods remain computationally inefficient. It is therefore desirable to develop methods for perception, planning and control in contact-rich settings that can achieve further efficiency by making use of first and second order information (i.e., gradients and Hessians). To facilitate this, we present a joint formulation of collision detection and contact modelling which, compared to existing differentiable simulation approaches, provides the following benefits: i) it results in forward and inverse dynamics that are entirely analytical (i.e. do not require solving optimization or root-finding problems with iterative methods) and smooth (i.e. twice differentiable), ii) it supports arbitrary collision geometries without needing a convex decomposition, and iii) its runtime is independent of the number of contacts. Through simulation experiments, we demonstrate the validity of the proposed formulation as a "physics for inference" that can facilitate future development of efficient methods to generate intelligent contact-rich behavior.
Onur Beker, Nico Gürtler, Andreas Rene Geist, Amirreza Razmjoo, Georg Martius, Sylvain Calinon
IROS2
2023 Benchmarking Offline Reinforcement Learning on Real-Robot Hardware
Nico Gürtler, Sebastian Blaes, Pavel Kolev, Felix Widmaier, Manuel Wüthrich, Stefan Bauer, Bernhard Schölkopf, Georg Martius
ICLR1
2023 AIMY: An Open-source Table Tennis Ball Launcher for Versatile and High-fidelity Trajectory Generation
abstract
To approach the level of advanced human players in table tennis with robots, generating varied ball trajectories in a reproducible and controlled manner is essential. Current ball launchers used in robot table tennis either do not provide an interface for automatic control or are limited in their capabilities to adapt speed, direction, and spin of the ball. For these reasons, we present AIMY, a three-wheeled open-hardware and open-source table tennis ball launcher, which can generate ball speeds and spins of up to 15.4ms−1and 192.0s−1, respectively, which are comparable to advanced human players. The wheel speeds, launch orientation and time can be fully controlled via an open Ethernet or Wi-Fi interface. We provide a detailed overview of the core design features, and open-source the software to encourage distribution and duplication within and beyond the robot table tennis research community. We also extensively evaluate the ball launcher's accuracy for different system settings and learn to launch a ball to desired locations. With this ball launcher, we enable long-duration training of robot table tennis approaches where the complexity of the ball trajectory can be automatically adjusted, enabling large-scale real-world online reinforcement learning for table tennis robots.
Alexander Dittrich, Jan Schneider 0007, Simon Guist, Nico Gürtler, Heiko Ott, Thomas Steinbrenner, Bernhard Schölkopf, Dieter Büchler
ICRA4
2022 Direct Advantage Estimation
abstract
The predominant approach in reinforcement learning is to assign credit to actions based on the expected return. However, we show that the return may depend on the policy in a way which could lead to excessive variance in value estimation and slow down learning. Instead, we show that the advantage function can be interpreted as causal effects and shares similar properties with causal representations. Based on this insight, we propose Direct Advantage Estimation (DAE), a novel method that can model the advantage function and estimate it directly from on-policy data while simultaneously minimizing the variance of the return without requiring the (action-)value function. We also relate our method to Temporal Difference methods by showing how value functions can be seamlessly integrated into DAE. The proposed method is easy to implement and can be readily adapted by modern actor-critic methods. We evaluate DAE empirically on three discrete control domains and show that it can outperform generalized advantage estimation (GAE), a strong baseline for advantage estimation, on a majority of the environments when applied to policy optimization.
Hsiao-Ru Pan, Nico Gürtler, Alexander Neitz, Bernhard Schölkopf
NeurIPS2
2021 Hierarchical Reinforcement Learning with Timed Subgoals
abstract
Hierarchical reinforcement learning (HRL) holds great potential for sample-efficient learning on challenging long-horizon tasks. In particular, letting a higher level assign subgoals to a lower level has been shown to enable fast learning on difficult problems. However, such subgoal-based methods have been designed with static reinforcement learning environments in mind and consequently struggle with dynamic elements beyond the immediate control of the agent even though they are ubiquitous in real-world problems. In this paper, we introduce Hierarchical reinforcement learning with Timed Subgoals (HiTS), an HRL algorithm that enables the agent to adapt its timing to a dynamic environment by not only specifying what goal state is to be reached but also when. We discuss how communicating with a lower level in terms of such timed subgoals results in a more stable learning problem for the higher level. Our experiments on a range of standard benchmarks and three new challenging dynamic reinforcement learning environments show that our method is capable of sample-efficient learning where an existing state-of-the-art subgoal-based HRL method fails to learn stable solutions.
Nico Gürtler, Dieter Büchler, Georg Martius
NeurIPS1