LGJun 14, 2023Code
OCAtari: Object-Centric Atari 2600 Reinforcement Learning EnvironmentsQuentin Delfosse, Jannis Blüml, Bjarne Gregori et al.
Cognitive science and psychology suggest that object-centric representations of complex scenes are a promising step towards enabling efficient abstract reasoning from low-level perceptual features. Yet, most deep reinforcement learning approaches only rely on pixel-based representations that do not capture the compositional properties of natural scenes. For this, we need environments and datasets that allow us to work and evaluate object-centric approaches. In our work, we extend the Atari Learning Environments, the most-used evaluation framework for deep RL approaches, by introducing OCAtari, that performs resource-efficient extractions of the object-centric states for these games. Our framework allows for object discovery, object representation learning, as well as object-centric RL. We evaluate OCAtari's detection capabilities and resource efficiency. Our source code is available at github.com/k4ntz/OC_Atari.
AIApr 28, 2023
Representation Matters for Mastering Chess: Improved Feature Representation in AlphaZero Outperforms Switching to TransformersJohannes Czech, Jannis Blüml, Kristian Kersting et al.
While transformers have gained recognition as a versatile tool for artificial intelligence (AI), an unexplored challenge arises in the context of chess - a classical AI benchmark. Here, incorporating Vision Transformers (ViTs) into AlphaZero is insufficient for chess mastery, mainly due to ViTs' computational limitations. The attempt to optimize their efficiency by combining MobileNet and NextViT outperformed AlphaZero by about 30 Elo. However, we propose a practical improvement that involves a simple change in the input representation and value loss functions. As a result, we achieve a significant performance boost of up to 180 Elo points beyond what is currently achievable with AlphaZero in chess. In addition to these improvements, our experimental results using the Integrated Gradient technique confirm the effectiveness of the newly introduced features.
LGNov 22, 2023
From Images to Connections: Can DQN with GNNs learn the Strategic Game of Hex?Yannik Keller, Jannis Blüml, Gopika Sudhakaran et al.
The gameplay of strategic board games such as chess, Go and Hex is often characterized by combinatorial, relational structures -- capturing distinct interactions and non-local patterns -- and not just images. Nonetheless, most common self-play reinforcement learning (RL) approaches simply approximate policy and value functions using convolutional neural networks (CNN). A key feature of CNNs is their relational inductive bias towards locality and translational invariance. In contrast, graph neural networks (GNN) can encode more complicated and distinct relational structures. Hence, we investigate the crucial question: Can GNNs, with their ability to encode complex connections, replace CNNs in self-play reinforcement learning? To this end, we do a comparison with Hex -- an abstract yet strategically rich board game -- serving as our experimental platform. Our findings reveal that GNNs excel at dealing with long range dependency situations in game states and are less prone to overfitting, but also showing a reduced proficiency in discerning local patterns. This suggests a potential paradigm shift, signaling the use of game-specific structures to reshape self-play reinforcement learning.
92.6LGMay 10
Kintsugi: Learning Policies by Repairing Executable Knowledge BasesTeng Cao, Yu Deng, Hikaru Shindo et al.
Modern embodied agents achieve impressive performance, but their task knowledge is often stored in neural weights, latent state, or prompt-bound memory, making individual policy knowledge difficult to inspect, validate, recombine, and reuse. We introduce \textbf{Kintsugi}, a white-box policy-learning framework that treats embodied policy improvement as verifier-gated construction of a typed executable Knowledge Base (KB). Kintsugi represents task-level policy knowledge as composable typed entries -- predicates, operators, policy schemas, monitors, recovery rules, experience records, and goals -- and improves this artifact through localized typed edits induced from rollout evidence, rather than relying on test-time language-model reasoning. Between rollouts, a tool-constrained agentic editing loop diagnoses trajectory failures, localizes them to editable KB layers, and proposes candidate edits. A deterministic verification gate admits an edit only when the candidate type-checks, the resulting KB executes, and focused validation success or trajectory-health metrics improve without violating protected-regression checks. At inference, the accepted KB is executed by a deterministic symbolic executor with zero LLM calls. Across long-horizon text-agent benchmarks and representative object-centric manipulation settings, Kintsugi achieves strong endpoint performance while preserving inspectability, local editability, and verifier-gated deployment. These results suggest that embodied policy improvement can be organized around executable task knowledge.
LGMay 27, 2025
Deep Reinforcement Learning Agents are not even close to Human IntelligenceQuentin Delfosse, Jannis Blüml, Fabian Tatai et al.
Deep reinforcement learning (RL) agents achieve impressive results in a wide variety of tasks, but they lack zero-shot adaptation capabilities. While most robustness evaluations focus on tasks complexifications, for which human also struggle to maintain performances, no evaluation has been performed on tasks simplifications. To tackle this issue, we introduce HackAtari, a set of task variations of the Arcade Learning Environments. We use it to demonstrate that, contrary to humans, RL agents systematically exhibit huge performance drops on simpler versions of their training tasks, uncovering agents' consistent reliance on shortcuts. Our analysis across multiple algorithms and architectures highlights the persistent gap between RL agents and human behavioral intelligence, underscoring the need for new benchmarks and methodologies that enforce systematic generalization testing beyond static evaluation protocols. Training and testing in the same environment is not enough to obtain agents equipped with human-like intelligence.
LGApr 3, 2025
Deep Reinforcement Learning via Object-Centric AttentionJannis Blüml, Cedric Derstroff, Bjarne Gregori et al.
Deep reinforcement learning agents, trained on raw pixel inputs, often fail to generalize beyond their training environments, relying on spurious correlations and irrelevant background details. To address this issue, object-centric agents have recently emerged. However, they require different representations tailored to the task specifications. Contrary to deep agents, no single object-centric architecture can be applied to any environment. Inspired by principles of cognitive science and Occam's Razor, we introduce Object-Centric Attention via Masking (OCCAM), which selectively preserves task-relevant entities while filtering out irrelevant visual information. Specifically, OCCAM takes advantage of the object-centric inductive bias. Empirical evaluations on Atari benchmarks demonstrate that OCCAM significantly improves robustness to novel perturbations and reduces sample complexity while showing similar or improved performance compared to conventional pixel-based RL. These results suggest that structured abstraction can enhance generalization without requiring explicit symbolic representations or domain-specific object extraction pipelines.
AIFeb 13, 2024
Amplifying Exploration in Monte-Carlo Tree Search by Focusing on the UnknownCedric Derstroff, Jannis Brugger, Jannis Blüml et al.
Monte-Carlo tree search (MCTS) is an effective anytime algorithm with a vast amount of applications. It strategically allocates computational resources to focus on promising segments of the search tree, making it a very attractive search algorithm in large search spaces. However, it often expends its limited resources on reevaluating previously explored regions when they remain the most promising path. Our proposed methodology, denoted as AmEx-MCTS, solves this problem by introducing a novel MCTS formulation. Central to AmEx-MCTS is the decoupling of value updates, visit count updates, and the selected path during the tree search, thereby enabling the exclusion of already explored subtrees or leaves. This segregation preserves the utility of visit counts for both exploration-exploitation balancing and quality metrics within MCTS. The resultant augmentation facilitates in a considerably broader search using identical computational resources, preserving the essential characteristics of MCTS. The expanded coverage not only yields more precise estimations but also proves instrumental in larger and more complex problems. Our empirical evaluation demonstrates the superior performance of AmEx-MCTS, surpassing classical MCTS and related approaches by a substantial margin.
LGJan 30, 2024
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in ChessFelix Helfenstein, Johannes Czech, Jannis Blüml et al.
In games like chess, strategy evolves dramatically across distinct phases - the opening, middlegame, and endgame each demand different forms of reasoning and decision-making. Yet, many modern chess engines rely on a single neural network to play the entire game uniformly, often missing opportunities to specialize. In this work, we introduce M2CTS, a modular framework that combines Mixture of Experts with Monte Carlo Tree Search to adapt strategy dynamically based on game phase. We explore three different methods for training the neural networks: Separated Learning, Staged Learning, and Weighted Learning. By routing decisions through specialized neural networks trained for each phase, M2CTS improves both computational efficiency and playing strength. In experiments on chess, M2CTS achieves up to +122 Elo over standard single-model baselines and shows promising generalization to multi-agent domains such as Pommerman. These results highlight how modular, phase-aware systems can better align with the structured nature of games and move us closer to human-like behavior in dividing a problem into many smaller units.
AIMar 6
Boosting deep Reinforcement Learning using pretraining with Logical OptionsZihan Ye, Phil Chau, Raban Emunds et al.
Deep reinforcement learning agents are often misaligned, as they over-exploit early reward signals. Recently, several symbolic approaches have addressed these challenges by encoding sparse objectives along with aligned plans. However, purely symbolic architectures are complex to scale and difficult to apply to continuous settings. Hence, we propose a hybrid approach, inspired by humans' ability to acquire new skills. We use a two-stage framework that injects symbolic structure into neural-based reinforcement learning agents without sacrificing the expressivity of deep policies. Our method, called Hybrid Hierarchical RL (H^2RL), introduces a logical option-based pretraining strategy to steer the learning policy away from short-term reward loops and toward goal-directed behavior while allowing the final policy to be refined via standard environment interaction. Empirically, we show that this approach consistently improves long-horizon decision-making and yields agents that outperform strong neural, symbolic, and neuro-symbolic baselines.
AIApr 9, 2025
Better Decisions through the Right Causal World ModelElisabeth Dillies, Quentin Delfosse, Jannis Blüml et al.
Reinforcement learning (RL) agents have shown remarkable performances in various environments, where they can discover effective policies directly from sensory inputs. However, these agents often exploit spurious correlations in the training data, resulting in brittle behaviours that fail to generalize to new or slightly modified environments. To address this, we introduce the Causal Object-centric Model Extraction Tool (COMET), a novel algorithm designed to learn the exact interpretable causal world models (CWMs). COMET first extracts object-centric state descriptions from observations and identifies the environment's internal states related to the depicted objects' properties. Using symbolic regression, it models object-centric transitions and derives causal relationships governing object dynamics. COMET further incorporates large language models (LLMs) for semantic inference, annotating causal variables to enhance interpretability. By leveraging these capabilities, COMET constructs CWMs that align with the true causal structure of the environment, enabling agents to focus on task-relevant features. The extracted CWMs mitigate the danger of shortcuts, permitting the development of RL systems capable of better planning and decision-making across dynamic scenarios. Our results, validated in Atari environments such as Pong and Freeway, demonstrate the accuracy and robustness of COMET, highlighting its potential to bridge the gap between object-centric reasoning and causal inference in reinforcement learning.
LGFeb 9, 2025
Polynomial Regret Concentration of UCB for Non-Deterministic State TransitionsCan Cömer, Jannis Blüml, Cedric Derstroff et al.
Monte Carlo Tree Search (MCTS) has proven effective in solving decision-making problems in perfect information settings. However, its application to stochastic and imperfect information domains remains limited. This paper extends the theoretical framework of MCTS to stochastic domains by addressing non-deterministic state transitions, where actions lead to probabilistic outcomes. Specifically, building on the work of Shah et al. (2020), we derive polynomial regret concentration bounds for the Upper Confidence Bound algorithm in multi-armed bandit problems with stochastic transitions, offering improved theoretical guarantees. Our primary contribution is proving that these bounds also apply to non-deterministic environments, ensuring robust performance in stochastic settings. This broadens the applicability of MCTS to real-world decision-making problems with probabilistic outcomes, such as in autonomous systems and financial decision-making.
LGJun 24, 2024
OCALM: Object-Centric Assessment with Language ModelsTimo Kaufmann, Jannis Blüml, Antonia Wüst et al.
Properly defining a reward signal to efficiently train a reinforcement learning (RL) agent is a challenging task. Designing balanced objective functions from which a desired behavior can emerge requires expert knowledge, especially for complex environments. Learning rewards from human feedback or using large language models (LLMs) to directly provide rewards are promising alternatives, allowing non-experts to specify goals for the agent. However, black-box reward models make it difficult to debug the reward. In this work, we propose Object-Centric Assessment with Language Models (OCALM) to derive inherently interpretable reward functions for RL agents from natural language task descriptions. OCALM uses the extensive world-knowledge of LLMs while leveraging the object-centric nature common to many environments to derive reward functions focused on relational concepts, providing RL agents with the ability to derive policies from task descriptions.
AIJun 6, 2024
HackAtari: Atari Learning Environments for Robust and Continual Reinforcement LearningQuentin Delfosse, Jannis Blüml, Bjarne Gregori et al.
Artificial agents' adaptability to novelty and alignment with intended behavior is crucial for their effective deployment. Reinforcement learning (RL) leverages novelty as a means of exploration, yet agents often struggle to handle novel situations, hindering generalization. To address these issues, we propose HackAtari, a framework introducing controlled novelty to the most common RL benchmark, the Atari Learning Environment. HackAtari allows us to create novel game scenarios (including simplification for curriculum learning), to swap the game elements' colors, as well as to introduce different reward signals for the agent. We demonstrate that current agents trained on the original environments include robustness failures, and evaluate HackAtari's efficacy in enhancing RL agents' robustness and aligning behavior through experiments using C51 and PPO. Overall, HackAtari can be used to improve the robustness of current and future RL algorithms, allowing Neuro-Symbolic RL, curriculum RL, causal RL, as well as LLM-driven RL. Our work underscores the significance of developing interpretable in RL agents.