23.7CGMay 9
Towards Scalable Persistence-Based Topological OptimizationAbderrahim Bendahi, Alexandre Duplessis, Arnaud Fickinger
Persistence-based topological optimization deforms a point cloud $X \subset \mathbb{R}^d$ by minimizing objectives of the form $L(X) = \ell(\mathrm{Dgm}(X))$, where $\mathrm{Dgm}(X)$ is a persistence diagram. In practice, optimization is limited by two coupled issues: persistent homology is typically computed on subsamples, and the resulting topological gradients are highly sparse, with only a few anchor points receiving nonzero updates. Motivated by diffeomorphic interpolation, which extends sparse gradients to smooth ambient vector fields via Reproducing Kernel Hilbert Space (RKHS) interpolation, we propose a more scalable pipeline that improves both subsampling and gradient extension. We introduce subsampling via random slicing, a lightweight scheme that promotes iteration-wise geometric coverage and mitigates density bias. We further replace the costly kernel solve with a fast Nadaraya-Watson (NW) Gaussian convolution, producing a globally defined smooth update field at a fraction of the computational cost, while being more suited for topological optimization tasks. We provide theoretical guarantees for NW smoothing, including anchor approximation bounds and global Lipschitz estimates. Experiments in $2$D and $3$D show that combining random slicing with NW smoothing yields consistent speedups and improved objective values over other baselines on common persistence losses.
LGJun 11, 2025
Provable Sim-to-Real Transfer via Offline Domain RandomizationArnaud Fickinger, Abderrahim Bendahi, Stuart Russell
Reinforcement-learning agents often struggle when deployed from simulation to the real-world. A dominant strategy for reducing the sim-to-real gap is domain randomization (DR) which trains the policy across many simulators produced by sampling dynamics parameters, but standard DR ignores offline data already available from the real system. We study offline domain randomization (ODR), which first fits a distribution over simulator parameters to an offline dataset. While a growing body of empirical work reports substantial gains with algorithms such as DROPO, the theoretical foundations of ODR remain largely unexplored. In this work, we (i) formalize ODR as a maximum-likelihood estimation over a parametric simulator family, (ii) prove consistency of this estimator under mild regularity and identifiability conditions, showing it converges to the true dynamics as the dataset grows, (iii) derive gap bounds demonstrating ODRs sim-to-real error is up to an O(M) factor tighter than uniform DR in the finite-simulator case (and analogous gains in the continuous setting), and (iv) introduce E-DROPO, a new version of DROPO which adds an entropy bonus to prevent variance collapse, yielding broader randomization and more robust zero-shot transfer in practice.
LGOct 7, 2021
Cross-Domain Imitation Learning via Optimal TransportArnaud Fickinger, Samuel Cohen, Stuart Russell et al.
Cross-domain imitation learning studies how to leverage expert demonstrations of one agent to train an imitation agent with a different embodiment or morphology. Comparing trajectories and stationary distributions between the expert and imitation agents is challenging because they live on different systems that may not even have the same dimensionality. We propose Gromov-Wasserstein Imitation Learning (GWIL), a method for cross-domain imitation that uses the Gromov-Wasserstein distance to align and compare states between the different spaces of the agents. Our theory formally characterizes the scenarios where GWIL preserves optimality, revealing its possibilities and limitations. We demonstrate the effectiveness of GWIL in non-trivial continuous control domains ranging from simple rigid transformation of the expert domain to arbitrary transformation of the state-action space.
AISep 30, 2021
Scalable Online Planning via Reinforcement Learning Fine-TuningArnaud Fickinger, Hengyuan Hu, Brandon Amos et al.
Lookahead search has been a critical component of recent AI successes, such as in the games of chess, go, and poker. However, the search methods used in these games, and in many other settings, are tabular. Tabular search methods do not scale well with the size of the search space, and this problem is exacerbated by stochasticity and partial observability. In this work we replace tabular search with online model-based fine-tuning of a policy neural network via reinforcement learning, and show that this approach outperforms state-of-the-art search algorithms in benchmark settings. In particular, we use our search algorithm to achieve a new state-of-the-art result in self-play Hanabi, and show the generality of our algorithm by also showing that it outperforms tabular search in the Atari game Ms. Pacman.
LGJul 12, 2021
Explore and Control with Adversarial SurpriseArnaud Fickinger, Natasha Jaques, Samyak Parajuli et al.
Unsupervised reinforcement learning (RL) studies how to leverage environment statistics to learn useful behaviors without the cost of reward engineering. However, a central challenge in unsupervised RL is to extract behaviors that meaningfully affect the world and cover the range of possible outcomes, without getting distracted by inherently unpredictable, uncontrollable, and stochastic elements in the environment. To this end, we propose an unsupervised RL method designed for high-dimensional, stochastic environments based on an adversarial game between two policies (which we call Explore and Control) controlling a single body and competing over the amount of observation entropy the agent experiences. The Explore agent seeks out states that maximally surprise the Control agent, which in turn aims to minimize surprise, and thereby manipulate the environment to return to familiar and predictable states. The competition between these two policies drives them to seek out increasingly surprising parts of the environment while learning to gain mastery over them. We show formally that the resulting algorithm maximizes coverage of the underlying state in block MDPs with stochastic observations, providing theoretical backing to our hypothesis that this procedure avoids uncontrollable and stochastic distractions. Our experiments further demonstrate that Adversarial Surprise leads to the emergence of complex and meaningful skills, and outperforms state-of-the-art unsupervised reinforcement learning methods in terms of both exploration and zero-shot transfer to downstream tasks.
GTDec 29, 2020
Multi-Principal Assistance Games: Definition and Collegial MechanismsArnaud Fickinger, Simon Zhuang, Andrew Critch et al.
We introduce the concept of a multi-principal assistance game (MPAG), and circumvent an obstacle in social choice theory, Gibbard's theorem, by using a sufficiently collegial preference inference mechanism. In an MPAG, a single agent assists N human principals who may have widely different preferences. MPAGs generalize assistance games, also known as cooperative inverse reinforcement learning games. We analyze in particular a generalization of apprenticeship learning in which the humans first perform some work to obtain utility and demonstrate their preferences, and then the robot acts to further maximize the sum of human payoffs. We show in this setting that if the game is sufficiently collegial, i.e. if the humans are responsible for obtaining a sufficient fraction of the rewards through their own actions, then their preferences are straightforwardly revealed through their work. This revelation mechanism is non-dictatorial, does not limit the possible outcomes to two alternatives, and is dominant-strategy incentive-compatible.
AIJul 19, 2020
Multi-Principal Assistance GamesArnaud Fickinger, Simon Zhuang, Dylan Hadfield-Menell et al.
Assistance games (also known as cooperative inverse reinforcement learning games) have been proposed as a model for beneficial AI, wherein a robotic agent must act on behalf of a human principal but is initially uncertain about the humans payoff function. This paper studies multi-principal assistance games, which cover the more general case in which the robot acts on behalf of N humans who may have widely differing payoffs. Impossibility theorems in social choice theory and voting theory can be applied to such games, suggesting that strategic behavior by the human principals may complicate the robots task in learning their payoffs. We analyze in particular a bandit apprentice game in which the humans act first to demonstrate their individual preferences for the arms and then the robot acts to maximize the sum of human payoffs. We explore the extent to which the cost of choosing suboptimal arms reduces the incentive to mislead, a form of natural mechanism design. In this context we propose a social choice method that uses shared control of a system to combine preference inference with social welfare optimization.
LGFeb 9, 2019
Biadversarial Variational AutoencoderArnaud Fickinger
In the original version of the Variational Autoencoder, Kingma et al. assume Gaussian distributions for the approximate posterior during the inference and for the output during the generative process. This assumptions are good for computational reasons, e.g. we can easily optimize the parameters of a neural network using the reparametrization trick and the KL divergence between two Gaussians can be computed in closed form. However it results in blurry images due to its difficulty to represent multimodal distributions. We show that using two adversarial networks, we can optimize the parameters without any Gaussian assumptions.