Demo Data from SIGIR 2026 / reviewers in the wild / expert
Bruno Scherrer
dblp:88/216
· DBLP profile ↗
32ranked-venue papers
12as first author
1since 2021 · last 2025
0000-0001-6097-4489ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 32 · 12 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorSystems, architecture and hardware · 1Databases, data management, data science and information retrieval · 1 · 1 first-author
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
25 papers |
Reinforcement learning · 79% Planning, search and constraint satisfaction · 15% Optimization for machine learning · 3% | |
| Theoretical computer science
2 papers |
Computational complexity · 51% Mathematical optimization · 49% |
Topics — the 30 heaviest of 37, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › dynamic programming
policy iteration |
2.2 | 11 | 2019 | A Theory of Regularized Markov Decision Processes · ICML 2019 Multiple-Step Greedy Policies in Approximate and Online Reinforcement Learning · NeurIPS 2018 Beyond the One-Step Greedy Approach in Reinforcement Learning · ICML 2018 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search › minimax search
alpha-beta pruning |
0.9 | 1 | 2025 | AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms · NeurIPS 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.9 | 1 | 2025 | AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms · NeurIPS 2025 |
Machine learning › Reinforcement learning › dynamic programming › policy iteration
approximate policy iteration |
0.8 | 3 | 2018 | Multiple-Step Greedy Policies in Approximate and Online Reinforcement Learning · NeurIPS 2018 Softened Approximate Policy Iteration for Markov Games · ICML 2016 Approximate Policy Iteration Schemes: A Comparison · ICML 2014 |
Machine learning › Reinforcement learning › dynamic programming
approximate dynamic programming |
0.7 | 4 | 2015 | Approximate modified policy iteration and its application to the game of Tetris · J. Mach. Learn. Res. 2015 Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games · ICML 2015 Approximate Dynamic Programming Finally Performs Well in the Game of Tetris · NIPS 2013 |
Machine learning › Reinforcement learning
dynamic programming |
0.6 | 3 | 2015 | Approximate modified policy iteration and its application to the game of Tetris · J. Mach. Learn. Res. 2015 Non-Stationary Approximate Modified Policy Iteration · ICML 2015 Performance bounds for λ policy iteration and application to the game of Tetris · J. Mach. Learn. Res. 2013 |
Machine learning › Reinforcement learning
markov decision process |
0.5 | 3 | 2013 | Performance bounds for λ policy iteration and application to the game of Tetris · J. Mach. Learn. Res. 2013 Improved and Generalized Upper Bounds on the Complexity of Policy Iteration · NIPS 2013 On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision Processes · NIPS 2012 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games |
0.5 | 2 | 2016 | Softened Approximate Policy Iteration for Markov Games · ICML 2016 Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games · ICML 2015 |
Machine learning › Reinforcement learning
temporal difference learning |
0.4 | 3 | 2014 | Off-policy learning with eligibility traces: a survey · J. Mach. Learn. Res. 2014 A Dantzig Selector Approach to Temporal Difference Learning · ICML 2012 Should one compute the Temporal Difference fix point or minimize the Bellman Residual? The unified oblique projection view · ICML 2010 |
Machine learning › Reinforcement learning › dynamic programming › value iteration
approximate value iteration |
0.4 | 1 | 2020 | Leverage the Average: an Analysis of KL Regularization in Reinforcement Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning › regularization for reinforcement learning
entropy regularization |
0.4 | 1 | 2020 | Leverage the Average: an Analysis of KL Regularization in Reinforcement Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning › policy optimization
KL-regularized RL |
0.4 | 1 | 2020 | Leverage the Average: an Analysis of KL Regularization in Reinforcement Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning › model-based reinforcement learning
tree search in reinforcement learning |
0.4 | 1 | 2019 | How to Combine Tree-Search Methods in Reinforcement Learning · AAAI 2019 |
Machine learning › Reinforcement learning › non-stationary reinforcement learning › continual reinforcement learning
non-stationary policy |
0.4 | 2 | 2015 | Non-Stationary Approximate Modified Policy Iteration · ICML 2015 On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision Processes · NIPS 2012 |
Machine learning › Reinforcement learning › dynamic programming
value iteration |
0.4 | 2 | 2015 | Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games · ICML 2015 On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision Processes · NIPS 2012 |
Machine learning › Optimization for machine learning
convergence analysis |
0.3 | 1 | 2018 | Beyond the One-Step Greedy Approach in Reinforcement Learning · ICML 2018 |
Machine learning › Reinforcement learning › online decision making
online reinforcement learning |
0.3 | 1 | 2018 | Multiple-Step Greedy Policies in Approximate and Online Reinforcement Learning · NeurIPS 2018 |
Computational complexity
average-case complexity |
0.3 | 1 | 2025 | AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms · NeurIPS 2025 |
Mathematical optimization › numerical computation › numerical optimization › second-order methods › newton's method
quasi-newton method |
0.2 | 1 | 2016 | Softened Approximate Policy Iteration for Markov Games · ICML 2016 |
Machine learning › Reinforcement learning
value function estimation |
0.2 | 1 | 2015 | On the Rate of Convergence and Error Bounds for LSTD(\(\lambda\)) · ICML 2015 |
Machine learning › Reinforcement learning › temporal difference learning
eligibility traces |
0.2 | 1 | 2014 | Off-policy learning with eligibility traces: a survey · J. Mach. Learn. Res. 2014 |
Machine learning › Reinforcement learning
off-policy reinforcement learning |
0.2 | 1 | 2014 | Off-policy learning with eligibility traces: a survey · J. Mach. Learn. Res. 2014 |
Machine learning › Learning theory › high-dimensional regression
dantzig selector |
0.1 | 1 | 2012 | A Dantzig Selector Approach to Temporal Difference Learning · ICML 2012 |
Machine learning › Reinforcement learning › markov decision process › infinite-horizon markov decision process
infinite-horizon discounted MDP |
0.1 | 1 | 2012 | On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision Processes · NIPS 2012 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.1 | 1 | 2019 | How to Combine Tree-Search Methods in Reinforcement Learning · AAAI 2019 |
Machine learning › Reinforcement learning › temporal difference learning
bellman residual minimization |
0.1 | 1 | 2010 | Should one compute the Temporal Difference fix point or minimize the Bellman Residual? The unified oblique projection view · ICML 2010 |
Machine learning › Learning theory › statistical learning theory
bias-variance tradeoff |
0.1 | 1 | 2010 | Least-Squares Policy Iteration: Bias-Variance Trade-off in Control Problems · ICML 2010 |
Machine learning › Reinforcement learning › dynamic programming › policy iteration
least-squares policy iteration |
0.1 | 1 | 2010 | Least-Squares Policy Iteration: Bias-Variance Trade-off in Control Problems · ICML 2010 |
Machine learning › Reinforcement learning
policy evaluation |
0.1 | 1 | 2010 | Least-Squares Policy Iteration: Bias-Variance Trade-off in Control Problems · ICML 2010 |
Machine learning › Reinforcement learning
discount factor |
0.1 | 1 | 2008 | Biasing Approximate Dynamic Programming with a Lower Discount Factor · NIPS 2008 |
Methods — techniques the papers use, named apart from their topics
probabilistic game-tree model · 1.7monte carlo simulation · 1.7policy iteration · 0.5performance bounds · 0.4kullback-leibler regularization · 0.4approximate value iteration · 0.4mirror descent · 0.4legendre-fenchel transform · 0.4convex optimization · 0.4value iteration · 0.4quasi-newton method · 0.2least squares policy iteration · 0.2approximate modified policy iteration · 0.2λ policy iteration · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithmsabstractDeterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model’s design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a class of synthetic games generated by a probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependencies, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep game-trees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to that of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a richer, more challenging, and yet tractable model. Raphaël Boige, Amine M. Boumaza, Bruno Scherrer |
NeurIPS | 3 |
| 2020 | Momentum in Reinforcement LearningabstractWe adapt the optimization’s concept of momentum to reinforcement learning. Seeing the state-action value functions as an anlog to the gradients in optimization, we interpret momentum as an average of consecutive $q$-functions. We derive Momentum Value Iteration (MoVI), a variation of Value iteration that incorporates this momentum idea. Our analysis shows that this allows MoVI to average errors over successive iterations. We show that the proposed approach can be readily extended to deep learning. Specifically,we propose a simple improvement on DQN based on MoVI, and experiment it on Atari games. Nino Vieillard, Bruno Scherrer, Olivier Pietquin, Matthieu Geist |
AISTATS | 2 |
| 2020 | Leverage the Average: an Analysis of KL Regularization in Reinforcement LearningabstractRecent Reinforcement Learning (RL) algorithms making use of Kullback-Leibler (KL) regularization as a core component have shown outstanding performance. Yet, only little is understood theoretically about why KL regularization helps, so far. We study KL regularization within an approximate value iteration scheme and show that it implicitly averages q-values. Leveraging this insight, we provide a very strong performance bound, the very first to combine two desirable aspects: a linear dependency to the horizon (instead of quadratic) and an error propagation term involving an averaging effect of the estimation errors (instead of an accumulation effect). We also study the more general case of an additional entropy regularizer. The resulting abstract scheme encompasses many existing RL algorithms. Some of our assumptions do not hold with neural networks, so we complement this theoretical analysis with an extensive empirical study. Nino Vieillard, Tadashi Kozuno, Bruno Scherrer, Olivier Pietquin, Rémi Munos, Matthieu Geist |
NeurIPS | 3 |
| 2019 | How to Combine Tree-Search Methods in Reinforcement LearningabstractFinite-horizon lookahead policies are abundantly used in Reinforcement Learning and demonstrate impressive empirical success. Usually, the lookahead policies are implemented with specific planning methods such as Monte Carlo Tree Search (e.g. in AlphaZero (Silver et al. 2017b)). Referring to the planning problem as tree search, a reasonable practice in these implementations is to back up the value only at the leaves while the information obtained at the root is not leveraged other than for updating the policy. Here, we question the potency of this approach. Namely, the latter procedure is non-contractive in general, and its convergence is not guaranteed. Our proposed enhancement is straightforward and simple: use the return from the optimal tree path to back up the values at the descendants of the root. This leads to a γh-contracting procedure, where γ is the discount factor and h is the tree depth. To establish our results, we first introduce a notion called multiple-step greedy consistency. We then provide convergence rates for two algorithmic instantiations of the above enhancement in the presence of noise injected to both the tree search stage and value estimation stage. Yonathan Efroni, Gal Dalal, Bruno Scherrer, Shie Mannor |
AAAI | 3 |
| 2019 | A Theory of Regularized Markov Decision ProcessesabstractMany recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent. Matthieu Geist, Bruno Scherrer, Olivier Pietquin |
ICML | 2 |
| 2018 | Beyond the One-Step Greedy Approach in Reinforcement LearningabstractThe famous Policy Iteration algorithm alternates between policy improvement and policy evaluation. Implementations of this algorithm with several variants of the latter evaluation stage, e.g, n-step and trace-based returns, have been analyzed in previous works. However, the case of multiple-step lookahead policy improvement, despite the recent increase in empirical evidence of its strength, has to our knowledge not been carefully analyzed yet. In this work, we introduce the first such analysis. Namely, we formulate variants of multiple-step policy improvement, derive new algorithms using these definitions and prove their convergence. Moreover, we show that recent prominent Reinforcement Learning algorithms are, in fact, instances of our framework. We thus shed light on their empirical success and give a recipe for deriving new algorithms for future study. Yonathan Efroni, Gal Dalal, Bruno Scherrer, Shie Mannor |
ICML | 3 |
| 2018 | Multiple-Step Greedy Policies in Approximate and Online Reinforcement LearningabstractMultiple-step lookahead policies have demonstrated high empirical competence in Reinforcement Learning, via the use of Monte Carlo Tree Search or Model Predictive Control. In a recent work (Efroni et al., 2018), multiple-step greedy policies and their use in vanilla Policy Iteration algorithms were proposed and analyzed. In this work, we study multiple-step greedy algorithms in more practical setups. We begin by highlighting a counter-intuitive difficulty, arising with soft-policy updates: even in the absence of approximations, and contrary to the 1-step-greedy case, monotonic policy improvement is not guaranteed unless the update stepsize is sufficiently large. Taking particular care about this difficulty, we formulate and analyze online and approximate algorithms that use such a multi-step greedy operator. Yonathan Efroni, Gal Dalal, Bruno Scherrer, Shie Mannor |
NeurIPS | 3 |
| 2016 | On the Use of Non-Stationary Strategies for Solving Two-Player Zero-Sum Markov GamesabstractThe main contribution of this paper consists in extending several non-stationary Reinforcement Learning (RL) algorithms and their theoretical guarantees to the case of γ-discounted zero-sum Markov Games (MGs). As in the case of Markov Decision Processes (MDPs), non-stationary algorithms are shown to exhibit better performance bounds compared to their stationary counterparts. The obtained bounds are generically composed of three terms: 1) a dependency on γ(discount factor), 2) a concentrability coefficient and 3) a propagation error term. This error, depending on the algorithm, can be caused by a regression step, a policy evaluation step or a best-response evaluation step. As a second contribution, we empirically demonstrate, on generic MGs (called Garnets), that non-stationary algorithms outperform their stationary counterparts. In addition, it is shown that their performance mostly depends on the nature of the propagation error. Indeed, algorithms where the error is due to the evaluation of a best-response are penalized (even if they exhibit better concentrability coefficients and dependencies on γ) compared to those suffering from a regression error. Julien Pérolat, Bilal Piot, Bruno Scherrer, Olivier Pietquin |
AISTATS | 3 |
| 2016 | Softened Approximate Policy Iteration for Markov GamesabstractThis paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to different norms of the OBR. More precisely, when applied to the norm of the OBR, Newton’s method results in the Bellman Residual Minimization Policy Iteration (BRMPI) and, when applied to the norm of the Projected OBR (POBR), it results into the standard Least Squares Policy Iteration (LSPI) algorithm. Consequently, new algorithms are proposed, making use of quasi-Newton methods to minimize the OBR and the POBR so as to take benefit of enhanced empirical performances at low cost. Indeed, using a quasi-Newton method approach introduces slight modifications in term of coding of LSPI and BRMPI but improves significantly both the stability and the performance of those algorithms. These phenomena are illustrated on an experiment conducted on artificially constructed games called Garnets. Julien Pérolat, Bilal Piot, Matthieu Geist, Bruno Scherrer, Olivier Pietquin |
ICML | 4 |
| 2015 | Non-Stationary Approximate Modified Policy IterationabstractWe consider the infinite-horizon γ-discounted optimal control problem formalized by Markov Decision Processes. Running any instance of Modified Policy Iteration—a family of algorithms that can interpolate between Value and Policy Iteration—with an error εat each iteration is known to lead to stationary policies that are at least \frac2γε(1-γ)^2-optimal. Variations of Value and Policy Iteration, that build \ell-periodic non-stationary policies, have recently been shown to display a better \frac2γε(1-γ)(1-γ^\ell)-optimality guarantee. Our first contribution is to describe a new algorithmic scheme, Non-Stationary Modified Policy Iteration, a family of algorithms parameterized by two integers m \ge 0 and \ell \ge 1 that generalizes all the above mentionned algorithms. While m allows to interpolate between Value-Iteration-style and Policy-Iteration-style updates, \ell specifies the period of the non-stationary policy that is output. We show that this new family of algorithms also enjoys the improved \frac2γε(1-γ)(1-γ^\ell)-optimality guarantee. Perhaps more importantly, we show, by exhibiting an original problem instance, that this guarantee is tight for all m and \ell; this tightness was to our knowledge only proved two specific cases, Value Iteration (m=0,\ell=1) and Policy Iteration (m=∞,\ell=1). Boris Lesner, Bruno Scherrer |
ICML | 2 |
| 2015 | Approximate Dynamic Programming for Two-Player Zero-Sum Markov GamesabstractThis paper provides an analysis of error propagation in Approximate Dynamic Programming applied to zero-sum two-player Stochastic Games. We provide a novel and unified error propagation analysis in L_p-norm of three well-known algorithms adapted to Stochastic Games (namely Approximate Value Iteration, Approximate Policy Iteration and Approximate Generalized Policy Iteration). We show that we can achieve a stationary policy which is \frac2γ(1 - γ)^2 ε+ \frac1(1 - γ)^2ε’-optimal, where εis the value function approximation error and ε’ is the approximate greedy operator error. In addition, we provide a practical algorithm (AGPI-Q) to solve infinite horizon γ-discounted two-player zero-sum stochastic games in a batch setting. It is an extension of the Fitted-Q algorithm (which solves Markov Decisions Processes in a batch setting) and can be non-parametric. Finally, we demonstrate experimentally the performance of AGPI-Q on a simultaneous two-player game, namely Alesia. Julien Pérolat, Bruno Scherrer, Bilal Piot, Olivier Pietquin |
ICML | 2 |
| 2015 | On the Rate of Convergence and Error Bounds for LSTD(\(\lambda\))
Manel Tagorti, Bruno Scherrer |
ICML | 2 |
| 2015 | Approximate modified policy iteration and its application to the game of Tetris
Bruno Scherrer, Mohammad Ghavamzadeh, Victor Gabillon, Boris Lesner, Matthieu Geist |
J. Mach. Learn. Res. | 1 |
| 2014 | Approximate Policy Iteration Schemes: A ComparisonabstractWe consider the infinite-horizon discounted optimal control problem formalized by Markov Decision Processes. We focus on several approximate variations of the Policy Iteration algorithm: Approximate Policy Iteration, Conservative Policy Iteration (CPI), a natural adaptation of the Policy Search by Dynamic Programming algorithm to the infinite-horizon case (PSDP_∞), and the recently proposed Non-Stationary Policy iteration (NSPI(m)). For all algorithms, we describe performance bounds, and make a comparison by paying a particular attention to the concentrability constants involved, the number of iterations and the memory required. Our analysis highlights the following points: 1) The performance guarantee of CPI can be arbitrarily better than that of API/API(α), but this comes at the cost of a relative—exponential in \frac1ε—increase of the number of iterations. 2) PSDP_∞enjoys the best of both worlds: its performance guarantee is similar to that of CPI, but within a number of iterations similar to that of API. 3) Contrary to API that requires a constant memory, the memory needed by CPI and PSDP_∞is proportional to their number of iterations, which may be problematic when the discount factor γis close to 1 or the approximation error εis close to 0; we show that the NSPI(m) algorithm allows to make an overall trade-off between memory and performance. Simulations with these schemes confirm our analysis. Bruno Scherrer |
ICML | 1 |
| 2014 | Local Policy Search in a Convex Space and Conservative Policy Iteration as Boosted Policy Search
Bruno Scherrer, Matthieu Geist |
ECML/PKDD (3) | 1 |
| 2014 | Off-policy learning with eligibility traces: a survey
Matthieu Geist, Bruno Scherrer |
J. Mach. Learn. Res. | 2 |
| 2013 | Approximate Dynamic Programming Finally Performs Well in the Game of TetrisabstractTetris is a popular video game that has been widely used as a benchmark for various optimization techniques including approximate dynamic programming (ADP) algorithms. A close look at the literature of this game shows that while ADP algorithms, that have been (almost) entirely based on approximating the value function (value function based), have performed poorly in Tetris, the methods that search directly in the space of policies by learning the policy parameters using an optimization black box, such as the cross entropy (CE) method, have achieved the best reported results. This makes us conjecture that Tetris is a game in which good policies are easier to represent, and thus, learn than their corresponding value functions. So, in order to obtain a good performance with ADP, we should use ADP algorithms that search in a policy space, instead of the more traditional ones that search in a value function space. In this paper, we put our conjecture to test by applying such an ADP algorithm, called classification-based modified policy iteration (CBMPI), to the game of Tetris. Our extensive experimental results show that for the first time an ADP algorithm, namely CBMPI, obtains the best results reported in the literature for Tetris in both small $10\times 10$ and large $10\times 20$ boards. Although the CBMPI's results are similar to those achieved by the CE method in the large board, CBMPI uses considerably fewer (almost 1/10) samples (call to the generative model of the game) than CE. Victor Gabillon, Mohammad Ghavamzadeh, Bruno Scherrer |
NIPS | 3 |
| 2013 | Improved and Generalized Upper Bounds on the Complexity of Policy IterationabstractGiven a Markov Decision Process (MDP) with $n$ states and $m$ actions per state, we study the number of iterations needed by Policy Iteration (PI) algorithms to converge to the optimal $\gamma$-discounted optimal policy. We consider two variations of PI: Howard's PI that changes the actions in all states with a positive advantage, and Simplex-PI that only changes the action in the state with maximal advantage. We show that Howard's PI terminates after at most $ O \left( \frac{ n m}{1-\gamma} \log \left( \frac{1}{1-\gamma} \right)\right) $ iterations, improving by a factor $O(\log n)$ a result by Hansen et al. (2013), while Simplex-PI terminates after at most $ O \left( \frac{n^2 m}{1-\gamma} \log \left( \frac{1}{1-\gamma} \right)\right) $ iterations, improving by a factor $O(\log n)$ a result by Ye (2011). Under some structural assumptions of the MDP, we then consider bounds that are independent of the discount factor~$\gamma$: given a measure of the maximal transient time $\tau_t$ and the maximal time $\tau_r$ to revisit states in recurrent classes under all policies, we show that Simplex-PI terminates after at most $ \tilde O \left( n^3 m^2 \tau_t \tau_r \right) $ iterations. This generalizes a recent result for deterministic MDPs by Post & Ye (2012), in which $\tau_t \le n$ and $\tau_r \le n$. We explain why similar results seem hard to derive for Howard's PI. Finally, under the additional (restrictive) assumption that the state space is partitioned in two sets, respectively states that are transient and recurrent for all policies, we show that Simplex-PI and Howard's PI terminate after at most $ \tilde O(nm (\tau_t+\tau_r))$ iterations. Bruno Scherrer |
NIPS | 1 |
| 2013 | Performance bounds for λ policy iteration and application to the game of Tetris
Bruno Scherrer |
J. Mach. Learn. Res. | 1 |
| 2012 | A Dantzig Selector Approach to Temporal Difference Learning
Matthieu Geist, Bruno Scherrer, Alessandro Lazaric, Mohammad Ghavamzadeh |
ICML | 2 |
| 2012 | Approximate Modified Policy Iteration
Bruno Scherrer, Victor Gabillon, Mohammad Ghavamzadeh, Matthieu Geist |
ICML | 1 |
| 2012 | On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision ProcessesabstractWe consider infinite-horizon stationary $\gamma$-discounted Markov Decision Processes, for which it is known that there exists a stationary optimal policy. Using Value and Policy Iteration with some error $\epsilon$ at each iteration, it is well-known that one can compute stationary policies that are $\frac{2\gamma{(1-\gamma)^2}\epsilon$-optimal. After arguing that this guarantee is tight, we develop variations of Value and Policy Iteration for computing non-stationary policies that can be up to $\frac{2\gamma}{1-\gamma}\epsilon$-optimal, which constitutes a significant improvement in the usual situation when $\gamma$ is close to $1$. Surprisingly, this shows that the problem of ``computing near-optimal non-stationary policies'' is much simpler than that of ``computing near-optimal stationary policies''. Bruno Scherrer, Boris Lesner |
NIPS | 1 |
| 2011 | Classification-based Policy Iteration with a Critic
Victor Gabillon, Alessandro Lazaric, Mohammad Ghavamzadeh, Bruno Scherrer |
ICML | 4 |
| 2010 | Should one compute the Temporal Difference fix point or minimize the Bellman Residual? The unified oblique projection view
Bruno Scherrer |
ICML | 1 |
| 2010 | Least-Squares Policy Iteration: Bias-Variance Trade-off in Control Problems
Christophe Thiery, Bruno Scherrer |
ICML | 2 |
| 2008 | Biasing Approximate Dynamic Programming with a Lower Discount FactorabstractMost algorithms for solving Markov decision processes rely on a discount factor, which ensures their convergence. In fact, it is often used in problems with is no intrinsic motivation. In this paper, we show that when used in approximate dynamic programming, an artificially low discount factor may significantly improve the performance on some problems, such as Tetris. We propose two explanations for this phenomenon. Our first justification follows directly from the standard approximation error bounds: using a lower discount factor may decrease the approximation error bounds. However, we also show that these bounds are loose, a thus their decrease does not entirely justify a better practical performance. We thus propose another justification: when the rewards are received only sporadically (as it is the case in Tetris), we can derive tighter bounds, which support a significant performance increase with a decrease in the discount factor. Marek Petrik, Bruno Scherrer |
NIPS | 2 |
| 2007 | Convergence and rate of convergence of a foraging ant modelabstractWe present an ant model that solves a discrete foraging problem. We describe simulations and provide a complete convergence analysis: we show that the ant population computes the solution of some optimal control problem and converges in some well defined sense. We discuss the rate of convergence with respect to the number of ants: we give experimental and theoretical arguments that suggest that this convergence rate can be superlinear with respect to the number of agents. Furthermore, we explain how this model can be extended in order to solve optimal control problems in general and argue that such an approach can be applied to any problem that involves the computation of the fixed point of a contraction mapping. This allows to design a large class of formally well understood ant like algorithms for problem solving. Amine M. Boumaza, Bruno Scherrer |
IEEE Congress on Evolutionary Computation | 2 |
| 2007 | Optimal control subsumes harmonic controlabstractWe consider trajectory planning within the frameworks of optimal control and harmonic control. We present a formal evidence, in the continuous domain and in a standard discretization, that harmonic control is the limit case of some optimal control problem in which we make the noise level tend to infinity. In other words we show that optimal control subsumes harmonic control. We discuss properties of both paradigms and present simulations that illustrate this relationship. Amine M. Boumaza, Bruno Scherrer |
ICRA | 2 |
| 2005 | Asynchronous neurocomputing for optimal control and reinforcement learning with large state spaces
Bruno Scherrer |
Neurocomputing | 1 |
| 2003 | Parallel asynchronous distributed computations of optimal control in large state space Markov Decision processes
Bruno Scherrer |
ESANN | 1 |
| 2003 | Modular self-organization for a long-living autonomous agent
Bruno Scherrer |
IJCAI | 1 |
| 2002 | Cooperative Co-Learning: A Model-Based Approach for Solving Multi Agent Reinforcement ProblemsabstractSolving multiagent reinforcement learning problems is a key issue. Indeed, the complexity of deriving multiagent plans, especially when one uses an explicit model of the problem, is dramatically increasing with the number of agents. This papers introduces a general iterative heuristic: at each step one chooses a sub-group of agents and update their policies to optimize the task given the rest of agents have fixed plans. We analyse this process in a general purpose and show how it can be applied to Markov decision processes, partially observable Markov decision processes and decentralized partially observable Markov decision processes. Bruno Scherrer, François Charpillet |
ICTAI | 1 |