LGAug 18, 2023
Learning Computational Efficient Bots with Costly FeaturesAnthony Kobanda, Valliappan C. A., Joshua Romoff et al.
Deep reinforcement learning (DRL) techniques have become increasingly used in various fields for decision-making processes. However, a challenge that often arises is the trade-off between both the computational efficiency of the decision-making process and the ability of the learned agent to solve a particular task. This is particularly critical in real-time settings such as video games where the agent needs to take relevant decisions at a very high frequency, with a very limited inference time. In this work, we propose a generic offline learning approach where the computation cost of the input features is taken into account. We derive the Budgeted Decision Transformer as an extension of the Decision Transformer that incorporates cost constraints to limit its cost at inference. As a result, the model can dynamically choose the best input features at each timestep. We demonstrate the effectiveness of our method on several tasks, including D4RL benchmarks and complex 3D environments similar to those found in video games, and show that it can achieve similar performance while using significantly fewer computational resources compared to classical approaches.
LGFeb 12
Intrinsic-Energy Joint Embedding Predictive Architectures Induce Quasimetric SpacesAnthony Kobanda, Waris Radji
Joint-Embedding Predictive Architectures (JEPAs) aim to learn representations by predicting target embeddings from context embeddings, inducing a scalar compatibility energy in a latent space. In contrast, Quasimetric Reinforcement Learning (QRL) studies goal-conditioned control through directed distance values (cost-to-go) that support reaching goals under asymmetric dynamics. In this short article, we connect these viewpoints by restricting attention to a principled class of JEPA energy functions : intrinsic (least-action) energies, defined as infima of accumulated local effort over admissible trajectories between two states. Under mild closure and additivity assumptions, any intrinsic energy is a quasimetric. In goal-reaching control, optimal cost-to-go functions admit exactly this intrinsic form ; inversely, JEPAs trained to model intrinsic energies lie in the quasimetric value class targeted by QRL. Moreover, we observe why symmetric finite energies are structurally mismatched with one-way reachability, motivating asymmetric (quasimetric) energies when directionality matters.
LGNov 4, 2024
Efficient Active Imitation Learning with Random Network DistillationEmilien Biré, Anthony Kobanda, Ludovic Denoyer et al.
Developing agents for complex and underspecified tasks, where no clear objective exists, remains challenging but offers many opportunities. This is especially true in video games, where simulated players (bots) need to play realistically, and there is no clear reward to evaluate them. While imitation learning has shown promise in such domains, these methods often fail when agents encounter out-of-distribution scenarios during deployment. Expanding the training dataset is a common solution, but it becomes impractical or costly when relying on human demonstrations. This article addresses active imitation learning, aiming to trigger expert intervention only when necessary, reducing the need for constant expert input along training. We introduce Random Network Distillation DAgger (RND-DAgger), a new active imitation learning method that limits expert querying by using a learned state-based out-of-distribution measure to trigger interventions. This approach avoids frequent expert-agent action comparisons, thus making the expert intervene only when it is useful. We evaluate RND-DAgger against traditional imitation learning and other active approaches in 3D video games (racing and third-person navigation) and in a robotic locomotion task and show that RND-DAgger surpasses previous methods by reducing expert queries. https://sites.google.com/view/rnd-dagger
LGDec 19, 2024
Hierarchical Subspaces of Policies for Continual Offline Reinforcement LearningAnthony Kobanda, Rémy Portelas, Odalric-Ambrym Maillard et al.
We consider a Continual Reinforcement Learning setup, where a learning agent must continuously adapt to new tasks while retaining previously acquired skill sets, with a focus on the challenge of avoiding forgetting past gathered knowledge and ensuring scalability with the growing number of tasks. Such issues prevail in autonomous robotics and video game simulations, notably for navigation tasks prone to topological or kinematic changes. To address these issues, we introduce HiSPO, a novel hierarchical framework designed specifically for continual learning in navigation settings from offline data. Our method leverages distinct policy subspaces of neural networks to enable flexible and efficient adaptation to new tasks while preserving existing knowledge. We demonstrate, through a careful experimental study, the effectiveness of our method in both classical MuJoCo maze environments and complex video game-like navigation simulations, showcasing competitive performances and satisfying adaptability with respect to classical continual learning metrics, in particular regarding the memory usage and efficiency.
LGJun 3, 2025
A Continual Offline Reinforcement Learning Benchmark for Navigation TasksAnthony Kobanda, Odalric-Ambrym Maillard, Rémy Portelas
Autonomous agents operating in domains such as robotics or video game simulations must adapt to changing tasks without forgetting about the previous ones. This process called Continual Reinforcement Learning poses non-trivial difficulties, from preventing catastrophic forgetting to ensuring the scalability of the approaches considered. Building on recent advances, we introduce a benchmark providing a suite of video-game navigation scenarios, thus filling a gap in the literature and capturing key challenges : catastrophic forgetting, task adaptation, and memory efficiency. We define a set of various tasks and datasets, evaluation protocols, and metrics to assess the performance of algorithms, including state-of-the-art baselines. Our benchmark is designed not only to foster reproducible research and to accelerate progress in continual reinforcement learning for gaming, but also to provide a reproducible framework for production pipelines -- helping practitioners to identify and to apply effective approaches.
LGJun 23, 2025
Offline Goal-Conditioned Reinforcement Learning with Projective Quasimetric PlanningAnthony Kobanda, Waris Radji, Mathieu Petitbois et al.
Offline Goal-Conditioned Reinforcement Learning seeks to train agents to reach specified goals from previously collected trajectories. Scaling that promises to long-horizon tasks remains challenging, notably due to compounding value-estimation errors. Principled geometric offers a potential solution to address these issues. Following this insight, we introduce Projective Quasimetric Planning (ProQ), a compositional framework that learns an asymmetric distance and then repurposes it, firstly as a repulsive energy forcing a sparse set of keypoints to uniformly spread over the learned latent space, and secondly as a structured directional cost guiding towards proximal sub-goals. In particular, ProQ couples this geometry with a Lagrangian out-of-distribution detector to ensure the learned keypoints stay within reachable areas. By unifying metric learning, keypoint coverage, and goal-conditioned control, our approach produces meaningful sub-goals and robustly drives long-horizon goal-reaching on diverse a navigation benchmarks.