Portrait de David Meger

David Meger

Membre académique associé
Chaire en IA Canada-CIFAR
Professeur adjoint, McGill University, École d'informatique
Sujets de recherche
Apprentissage par renforcement
Vision par ordinateur

Biographie

David Meger est professeur adjoint à l'École d'informatique de l'Université McGill. Il codirige le Laboratoire de robotique mobile au sein du Centre sur les machines intelligentes, qui est l'un des groupes de recherche en robotique les plus importants et les plus anciens du Canada. Les travaux de recherche du professeur Meger portent notamment sur les robots à guidage visuel dotés d'une vision et d'un apprentissage actifs, sur les modèles d'apprentissage par renforcement profond qui sont largement cités et utilisés par les chercheurs et l'industrie dans le monde entier, et sur la robotique de terrain, y compris les déploiements autonomes sous l'eau et sur la terre ferme. Il a été le président général de la première conférence conjointe CS-CAN au Canada en 2023.

Étudiants actuels

Publications

Improving Policy Learning from Delayed Interventions
In this work, we explore the idea of expert intervention delays in human-supervised robotic systems for imitation learning system. Previous … (voir plus)works in imitation learning have primarily examined the impact of suboptimal experts, where the expert policy makes mistakes, but assumed expert interventions occur immediately after errors are made. Although delayed expert intervention can be viewed as a form of noise that might improve policy robustness, our results show that learning from delayed expert interventions is overall less effective than learning from non-delayed expert interventions; delayed expert interventions are less effective at demonstrating error avoidance behaviors. To address this, we propose Learning from Delayed Intervention (LfDI), which learns a cost function based on where and when the expert intervenes, combined with limited information about the extent of intervention delays provided by the expert. This cost function is then used to infer additional supervision for states without expert data, guiding the policy to avoid states that would likely trigger interventions. We evaluate our method, Learning from Delayed Intervention (LfDI), on simulated environments and show that it outperforms other methods that do not account for intervention delays.
Gated Transformer World Models for Model-Based Reinforcement Learning
Model-based reinforcement learning has emerged as a promising approach for training sample-efficient policies by learning compact latent dyn… (voir plus)amics models that simulate, plan, and act through imagination. Recent work has shown that transformer-based world models outperform recurrent architectures due to their ability to capture long-range temporal dependencies. However, standard self-attention mechanisms apply the attention score uniformly across all dimensions of the token's representation, lacking an explicit mechanism to regulate information flow across dimensions. We introduce a gating mechanism for transformer-based world models that implements a feature-wise modulation mechanism within the attention computation. The gating module adaptively scales dimensions in a data-dependent way, enabling the model to selectively control contextual information. Our gating mechanism achieves greater sample-efficient policy learning through normalized mean performance improvements for the Atari 100k benchmark when applied to the STORM and TWISTER transformer world models.
FLINT: Fast Lightweight Inference for Traversability
Maxime Boisvert
David-Alexandre Poissant
Navigation in off-road conditions is challenging due to the lack of structure. There is no fixed vocabulary for what is traversable. The tra… (voir plus)versability depends on both the environment and the embodiment's dynamics. Neither of these two variables can be hand-labeled at scale. Thus, traversability has to be learned by the embodiment's own experience. Modern platforms tend to use multiple sensors to estimate traversability and navigate: RGBD cameras, lidar, radar, IMU, with computationally intensive platforms to run inference on neural networks. Against this trend, we propose FLINT, a lightweight traversability estimator: a 21.6M-parameter backbone, 38\times smaller than a comparable foundation-model backbone, that scores higher on held-out terrain probes and runs at 14.7 FPS on CPU alone using a RGB camera has the only sensor. Despite that gap in scale, FLINT produces a cheaper, more accurate costmap than a deployed foundation-model system (WildOS) on 23 of 24 replayed field logs. We compare different self-supervised learning signals and deploy the resulting models on a real platform in closed-loop field trials: the best self-supervised head reaches 99% autonomy over the route, outperforming a human-label-trained baseline deployed live on the same course. Our results show that heavy sensing and computing are not necessary for traversability estimation.
Perceived Regret: Evaluating Agents in Any World
Continual reinforcement learning considers an agent receiving and learning from a stream of experience. The agent only learns about its worl… (voir plus)d through these experiences and aims to maximize its accumulated reward. A fundamental problem is to evaluate this agent using only its stream of experience, without assuming a particular structure of the world. We outline a novel approach to this problem: Define an \textit{examiner} that observes the same stream of experience and, at every timestep, computes a \textit{perceived regret}, representing the agent's suboptimality gap in value from the examiner's perspective. We empirically demonstrate how perceived regret can be a useful performance measure, applicable to arbitrary streams of experience. Theoretically, we prove that there is no universal examiner, capable of accurately assessing all agents in any world but specific modeling biases can enable success in associated environments. Further experiments show the flexibility of this approach and explore its nuances.
Drift Q-Learning
Offline reinforcement learning requires improving a policy from fixed data while avoiding out-of-distribution actions with unreliable value … (voir plus)estimates. Diffusion and flow policies handle this trade-off by modeling the behavior distribution to regularize the RL objective, but they require iterative denoising, solver integrations, and in more efficient variants, distillation or other approximations at inference. We propose DriftQL, which combines a drift-based behavioral regularizer with critic-driven policy improvement. The value signal biases the policy toward high-value regions of the data support, while attraction and repulsion together keep generated actions near the data and prevent collapse onto a single mode. DriftQL is implemented as a single network with a unified training objective and generates actions in a single forward pass. On D4RL and OGBench, DriftQL consistently outperforms diffusion and flow methods, advancing the state of the art. Under degraded data quality, where the baselines visibly struggle, DriftQL remains close to its clean-data performance, positioning it as a promising alternative to diffusion and flow-based methods while maintaining the simplicity and efficiency of deterministic approaches. Project page: https://driftql.github.io/
CA2: Code-Aware Agent for Automated Game Testing
Automated game testing is important for verifying game functionality, but it remains a costly and time-consuming process. Manual testing oft… (voir plus)en misses edge cases, and current automated methods struggle to provide full code coverage. Prior work has explored reinforcement learning (RL) for game testing, but without leveraging internal code signals such as the call stack. We present Code Aware Agent (CA2), which uses call stack information to learn effective testing strategies. The agent receives the current function call trace along with the game state and learns to reach specific target functions. We instrument two types of environments, 1) State-based and 2) Image-based, with support for efficient call stack extraction. Through experimental evaluation, we find that CA2 achieves consistent improvement over the non-code aware baselines, which does not leverage call stack information. Our results show that incorporating code signals like the call stack enables more effective and targeted game testing.
Tactile Modality Fusion for Vision-Language-Action Models
We propose TacFiLM, a lightweight modality-fusion approach that integrates visual-tactile signals into vision-language-action (VLA) models. … (voir plus)While recent advances in VLA models have introduced robot policies that are both generalizable and semantically grounded, these models mainly rely on vision-based perception. Vision alone, however, cannot capture the complex interaction dynamics that occur during contact-rich manipulation, including contact forces, surface friction, compliance, and shear. While recent attempts to integrate tactile signals into VLA models often increase complexity through token concatenation or large-scale pretraining, the heavy computational demands of behavioural models necessitate more lightweight fusion strategies. To address these challenges, TacFiLM outlines a post-training finetuning approach that conditions intermediate visual features on pretrained tactile representations using feature-wise linear modulation (FiLM). Experimental results on insertion tasks demonstrate consistent improvements in success rate, direct insertion performance, completion time, and force stability across both in-distribution and out-of-distribution tasks. Together, these results support our method as an effective approach to integrating tactile signals into VLA models, improving contact-rich manipulation behaviours.
Multi-scale Predictive Representations for Goal-conditioned Reinforcement Learning
Goal-conditioned reinforcement learning (GCRL) requires agents to learn effective state and goal representations, which represents a challen… (voir plus)ging problem, especially in high-dimensional vision-based environments, as differences in the observations can be uncorrelated with dynamical distances. Classical deep reinforcement learning techniques often fail to capture the alignment between state and goal spaces, requiring additional representation learning techniques. To address this, we propose
Multi-Agent Model-Based Reinforcement Learning with Joint State-Action Learned Embeddings
Zhizun Wang
Learning to coordinate many agents in partially observable and highly dynamic environments requires both informative representations and dat… (voir plus)a-efficient training. To address this challenge, we present a novel model-based multi-agent reinforcement learning framework that unifies joint state-action representation learning with imaginative roll-outs. We design a world model trained with variational auto-encoders and augment the model using the state-action learned embedding (SALE). SALE is injected into both the imagination module that forecasts plausible future roll-outs and the joint agent network whose individual action values are combined through a mixing network to estimate the joint action-value function. By coupling imagined trajectories with SALE-based action values, the agents acquire a richer understanding of how their choices influence collective outcomes, leading to improved long-term planning and optimization under limited real-environment interactions. Empirical studies on well-established multi-agent benchmarks, including StarCraft II Micro-Management, Multi-Agent MuJoCo, and Level-Based Foraging challenges, demonstrate consistent gains of our method over baseline algorithms and highlight the effectiveness of joint state-action learned embeddings within a multi-agent model-based paradigm.
VOCALoco: Viability-Optimized Cost-aware Adaptive Locomotion
Recent advancements in legged robot locomotion have facilitated traversal over increasingly complex terrains. Despite this progress, many ex… (voir plus)isting approaches rely on end-to-end deep reinforcement learning (DRL), which poses limitations in terms of safety and interpretability, especially when generalizing to novel terrains. To overcome these challenges, we introduce VOCALoco, a modular skill-selection framework that dynamically adapts locomotion strategies based on perceptual input. Given a set of pre-trained locomotion policies, VOCALoco evaluates their viability and energy-consumption by predicting both the safety of execution and the anticipated cost of transport over a fixed planning horizon. This joint assessment enables the selection of policies that are both safe and energy-efficient, given the observed local terrain. We evaluate our approach on staircase locomotion tasks, demonstrating its performance in both simulated and real-world scenarios using a quadrupedal robot. Empirical results show that VOCALoco achieves improved robustness and safety during stair ascent and descent compared to a conventional end-to-end DRL policy
Contractive Diffusion Policies
Diffusion policies have emerged as powerful generative models for offline policy learning, whose sampling process can be rigorously characte… (voir plus)rized by a score function guiding a Stochastic Differential Equation (SDE). However, the same score-based SDE modeling that grants diffusion policies the flexibility to learn diverse behavior also incurs solver and score-matching errors, large data requirements, and inconsistencies in action generation. While less critical in image generation, these inaccuracies compound and lead to failure in continuous control settings. We introduce **C**ontractive **D**iffusion **P**olicies (CDPs) to induce contractive behavior in the diffusion sampling dynamics. Contraction pulls nearby flows closer to enhance robustness against solver and score-matching errors while reducing unwanted action variance. We develop an in-depth theoretical analysis along with a practical implementation recipe to incorporate CDPs into existing diffusion policy architectures with minimal modification and computational cost. We evaluate CDPs for offline learning by conducting extensive experiments in simulation and real world settings. Across benchmarks, CDPs often outperform baseline policies, with pronounced benefits under data scarcity. Project page: https://contractive-diffusion.github.io
Contractive Diffusion Policies: Robust Action Diffusion via Contractive Score-Based Sampling with Differential Equations
Charlotte Morissette
Anas El Houssaini
Diffusion policies have emerged as powerful generative models for offline policy learning, whose sampling process can be rigorously characte… (voir plus)rized by a score function guiding a Stochastic Differential Equation (SDE). However, the same score-based SDE modeling that grants diffusion policies the flexibility to learn diverse behavior also incurs solver and score-matching errors, large data requirements, and inconsistencies in action generation. While less critical in image generation, these inaccuracies compound and lead to failure in continuous control settings. We introduce Contractive Diffusion Policies (CDPs) to induce contractive behavior in the diffusion sampling dynamics. Contraction pulls nearby flows closer to enhance robustness against solver and score-matching errors while reducing unwanted action variance. We develop an in-depth theoretical analysis along with a practical implementation recipe to incorporate CDPs into existing diffusion policy architectures with minimal modification and computational cost. We evaluate CDPs for offline learning by conducting extensive experiments in simulation and real-world settings. Across benchmarks, CDPs often outperform baseline policies, with pronounced benefits under data scarcity.