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Lecteur Multimédia
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Scott Fujimoto
Alumni
Publications
Representation Learning Enables Scalable Multitask Deep Reinforcement Learning
Scaling reinforcement learning (RL) to diverse multitask settings remains a central challenge. While recent advances in model-based RL achie… (voir plus)ve strong performance, they rely on planning and complex training pipelines, making it unclear which components are essential for scalability. We revisit this question and argue that the primary driver of scalable multitask RL is not model-based control, but \emph{representation learning}. In particular, we show that combining predictive, model-based representations with high-capacity value function approximation is sufficient to achieve strong performance, even without planning. We evaluate a simple model-free algorithm, MR.Q, coupled with auxiliary predictive objectives into a scalable actor-critic architecture. This approach outperforms a recent world-model-based method and a range of deep RL baselines across a diverse suite of multitask continuous control tasks, while significantly reducing computational overhead and improving wall-clock efficiency. We observe consistent improvements with increased model capacity and show through ablations that predictive representation learning is critical for performance.
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/
Recent work in hierarchical reinforcement learning has shown success in scaling to billions of timesteps when learning over a set of predefi… (voir plus)ned option reward functions. We show that, instead of using a single reward function per option, the reward functions can be effectively used to induce a space of behaviours, by letting the controller specify linear combinations over reward functions, allowing a more expressive set of policies to be represented. We call this method Hierarchical Behaviour Spaces (HBS). We evaluate HBS on the NetHack Learning Environment, demonstrating strong performance. We conduct a series of experiments and determine that, perhaps going against conventional wisdom, the benefits of hierarchy in our method come from increased exploration rather than long term reasoning.
This paper investigates search in model-based reinforcement learning (RL). Conventional wisdom holds that long-term predictions and compound… (voir plus)ing errors are the primary obstacles for model-based RL. We challenge this view, showing that search is not a plug-and-play replacement for a learned policy. Surprisingly, we find that search can harm performance even when the model is highly accurate. Instead, we show that mitigating distribution shift matters more than improving model or value function accuracy. Building on this insight, we identify key techniques for enabling effective search, achieving state-of-the-art performance across multiple popular benchmark domains.
Recent works have proposed accelerating the wall-clock training time of actor-critic methods via the use of large-scale environment parallel… (voir plus)ization; unfortunately, these can sometimes still require large number of environment interactions to achieve a desired level of performance. Noting that well-structured representations can improve the generalization and sample efficiency of deep reinforcement learning (RL) agents, we propose the use of simplicial embeddings: lightweight representation layers that constrain embeddings to simplicial structures. This geometric inductive bias results in sparse and discrete features that stabilize critic bootstrapping and strengthen policy gradients. When applied to FastTD3, FastSAC, and PPO, simplicial embeddings consistently improve sample efficiency and final performance across a variety of continuous- and discrete-control environments, without any loss in runtime speed.
Hierarchical reinforcement learning (RL) has the potential to enable effective decision-making over long timescales. Existing approaches, wh… (voir plus)ile promising, have yet to realize the benefits of large-scale training. In this work, we identify and solve several key challenges in scaling hierarchical RL to high-throughput environments. We propose Scalable Option Learning (SOL), a highly scalable hierarchical RL algorithm which achieves a 25x higher throughput compared to existing hierarchical methods. We train our hierarchical agents using 20 billion frames of experience on the complex game of NetHack, significantly surpassing flat agents and demonstrating positive scaling trends. We also validate our algorithm on MiniHack and Mujoco environments, showcasing its general applicability. Our code is open sourced at github.com/facebookresearch/sol.
In this paper, we investigate the use of small datasets in the context of offline reinforcement learning (RL). While many common offline RL … (voir plus)benchmarks employ datasets with over a million data points, many offline RL applications rely on considerably smaller datasets. We show that offline RL algorithms can overfit on small datasets, resulting in poor performance. To address this challenge, we introduce"Sparse-Reg": a regularization technique based on sparsity to mitigate overfitting in offline reinforcement learning, enabling effective learning in limited data settings and outperforming state-of-the-art baselines in continuous control.
In this paper we leverage self-supervised vision transformer models and their emergent semantic abilities to improve the generalization abil… (voir plus)ities of imitation learning policies. We introduce BC-ViT, an imitation learning algorithm that leverages rich DINO pre-trained Visual Transformer (ViT) patch-level embeddings to obtain better generalization when learning through demonstrations. Our learner sees the world by clustering appearance features into semantic concepts, forming stable keypoints that generalize across a wide range of appearance variations and object types. We show that this representation enables generalized behaviour by evaluating imitation learning across a diverse dataset of object manipulation tasks. Our method, data and evaluation approach are made available to facilitate further study of generalization in Imitation Learners.
2025-05-18
2025 IEEE International Conference on Robotics and Automation (ICRA) (publié)
Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored t… (voir plus)o specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.
Ensuring long-term fairness is crucial when developing automated decision making systems, specifically in dynamic and sequential environment… (voir plus)s. By maximizing their reward without consideration of fairness, AI agents can introduce disparities in their treatment of groups or individuals. In this paper, we establish the connection between bisimulation metrics and group fairness in reinforcement learning. We propose a novel approach that leverages bisimulation metrics to learn reward functions and observation dynamics, ensuring that learners treat groups fairly while reflecting the original problem. We demonstrate the effectiveness of our method in addressing disparities in sequential decision making problems through empirical evaluation on a standard fairness benchmark consisting of lending and college admission scenarios.
In the field of reinforcement learning (RL), representation learning is a proven tool for complex image-based tasks, but is often overlooked… (voir plus) for environments with low-level states, such as physical control problems. This paper introduces SALE, a novel approach for learning embeddings that model the nuanced interaction between state and action, enabling effective representation learning from low-level states. We extensively study the design space of these embeddings and highlight important design considerations. We integrate SALE and an adaptation of checkpoints for RL into TD3 to form the TD7 algorithm, which significantly outperforms existing continuous control algorithms. On OpenAI gym benchmark tasks, TD7 has an average performance gain of 276.7% and 50.7% over TD3 at 300k and 5M time steps, respectively, and works in both the online and offline settings.