Yaniv Oren

LG
h-index33
11papers
22citations
Novelty57%
AI Score55

11 Papers

LGOct 21, 2022
Epistemic Monte Carlo Tree Search

Yaniv Oren, Villiam Vadocz, Matthijs T. J. Spaan et al.

The AlphaZero/MuZero (A/MZ) family of algorithms has achieved remarkable success across various challenging domains by integrating Monte Carlo Tree Search (MCTS) with learned models. Learned models introduce epistemic uncertainty, which is caused by learning from limited data and is useful for exploration in sparse reward environments. MCTS does not account for the propagation of this uncertainty however. To address this, we introduce Epistemic MCTS (EMCTS): a theoretically motivated approach to account for the epistemic uncertainty in search and harness the search for deep exploration. In the challenging sparse-reward task of writing code in the Assembly language {\sc subleq}, AZ paired with our method achieves significantly higher sample efficiency over baseline AZ. Search with EMCTS solves variations of the commonly used hard-exploration benchmark Deep Sea - which baseline A/MZ are practically unable to solve - much faster than an otherwise equivalent method that does not use search for uncertainty estimation, demonstrating significant benefits from search for epistemic uncertainty estimation.

LGMay 15
EfficientTDMPC: Improved MPC Objectives for Sample-Efficient Continuous Control

Thomas Evers, Cristian Meo, Wendelin Bohmer et al.

We introduce EfficientTDMPC, a sample-efficient model-based reinforcement learning method for continuous control built on the TD-MPC family of algorithms. Central to this family is a planner that aims to find an action sequence that maximizes the estimated return. The return is estimated using a learned model and value networks, each of which can introduce error. EfficientTDMPC proposes to reduce this error in two ways. First, it introduces an ensemble of dynamics models and averages the return estimates across those models and across different rollout depths. Second, it adds the option to apply an uncertainty penalty to the planner objective, yielding a planner that avoids actions with uncertain return estimates. It then adds practical improvements which increase buffer data freshness and reduce compute. Lastly, we find that our contributions enable EfficientTDMPC to benefit more from a higher update-to-data (UTD) ratio, further improving sample efficiency. To the best of our knowledge, in the low data regime of each benchmark, EfficientTDMPC achieves state-of-the-art (SOTA) in terms of sample efficiency on HumanoidBench-Hard and DMC hard, while matching SOTA on DMC easy.

LGMay 9
PMCTS: Particle Monte Carlo Tree Search for Principled Parallelized Inference Time Scaling

Yaniv Oren, Viliam Vadocz, Joery A. de Vries et al.

Monte Carlo Tree Search (MCTS) is a widely used approach for policy improvement through search with increasing popularity for real world applications. Due to the sequential and deterministic nature of its search, runtime-scaling of MCTS with parallel compute remains a major challenge. We introduce Particle MCTS (PMCTS), to our knowledge the first principled parallel MCTS algorithm which is suited for neural network evaluations and can preserve formal policy improvement guarantees. Empirically, PMCTS scales well with parallel compute and significantly outperforms the popular heuristic-based baselines across domains.

LGMay 9
AlphaExploitem: Going Beyond the Nash Equilibrium in Poker by Learning to Exploit Suboptimal Play

Vlad Murgoci, Matthijs Spaan, Yaniv Oren

Poker is an imperfect information game that has served as a long-standing benchmark for decision-making under uncertainty. To maximize utility beyond the Nash equilibrium, an agent can deviate from Nash-equilibrium policies to exploit suboptimal play. We introduce AlphaExploitem, which extends the competitive RL poker agent AlphaHoldem by using a hierarchical transformer encoder that enables reasoning over previously played hands and modifying the training procedure with the inclusion of a diverse pool of exploitable opponents to facilitate learning to exploit. We train and evaluate AlphaExploitem on two standard benchmarks for imperfect-information games. Empirically, AlphaExploitem successfully exploits weak play by both in- and out-of-distribution opponents, without losing performance against NE opponents.

LGJun 4, 2025
Bridging the Performance Gap Between Target-Free and Target-Based Reinforcement Learning

Théo Vincent, Yogesh Tripathi, Tim Faust et al.

The use of target networks in deep reinforcement learning is a widely popular solution to mitigate the brittleness of semi-gradient approaches and stabilize learning. However, target networks notoriously require additional memory and delay the propagation of Bellman updates compared to an ideal target-free approach. In this work, we step out of the binary choice between target-free and target-based algorithms. We introduce a new method that uses a copy of the last linear layer of the online network as a target network, while sharing the remaining parameters with the up-to-date online network. This simple modification enables us to keep the target-free's low-memory footprint while leveraging the target-based literature. We find that combining our approach with the concept of iterated Q-learning, which consists of learning consecutive Bellman updates in parallel, helps improve the sample-efficiency of target-free approaches. Our proposed method, iterated Shared Q-Learning (iS-QL), bridges the performance gap between target-free and target-based approaches across various problems, while using a single Q-network, thus being a step forward towards resource-efficient reinforcement learning algorithms.

LGFeb 21
VariBASed: Variational Bayes-Adaptive Sequential Monte-Carlo Planning for Deep Reinforcement Learning

Joery A. de Vries, Jinke He, Yaniv Oren et al.

Optimally trading-off exploration and exploitation is the holy grail of reinforcement learning as it promises maximal data-efficiency for solving any task. Bayes-optimal agents achieve this, but obtaining the belief-state and performing planning are both typically intractable. Although deep learning methods can greatly help in scaling this computation, existing methods are still costly to train. To accelerate this, this paper proposes a variational framework for learning and planning in Bayes-adaptive Markov decision processes that coalesces variational belief learning, sequential Monte-Carlo planning, and meta-reinforcement learning. In a single-GPU setup, our new method VariBASeD exhibits favorable scaling to larger planning budgets, improving sample- and runtime-efficiency over prior methods.

LGNov 18, 2025
Parallelizing Tree Search with Twice Sequential Monte Carlo

Yaniv Oren, Joery A. de Vries, Pascal R. van der Vaart et al.

Model-based reinforcement learning (RL) methods that leverage search are responsible for many milestone breakthroughs in RL. Sequential Monte Carlo (SMC) recently emerged as an alternative to the Monte Carlo Tree Search (MCTS) algorithm which drove these breakthroughs. SMC is easier to parallelize and more suitable to GPU acceleration. However, it also suffers from large variance and path degeneracy which prevent it from scaling well with increased search depth, i.e., increased sequential compute. To address these problems, we introduce Twice Sequential Monte Carlo Tree Search (TSMCTS). Across discrete and continuous environments TSMCTS outperforms the SMC baseline as well as a popular modern version of MCTS. Through variance reduction and mitigation of path degeneracy, TSMCTS scales favorably with sequential compute while retaining the properties that make SMC natural to parallelize.

MAJun 18, 2025
RecBayes: Recurrent Bayesian Ad Hoc Teamwork in Large Partially Observable Domains

João G. Ribeiro, Yaniv Oren, Alberto Sardinha et al.

This paper proposes RecBayes, a novel approach for ad hoc teamwork under partial observability, a setting where agents are deployed on-the-fly to environments where pre-existing teams operate, that never requires, at any stage, access to the states of the environment or the actions of its teammates. We show that by relying on a recurrent Bayesian classifier trained using past experiences, an ad hoc agent is effectively able to identify known teams and tasks being performed from observations alone. Unlike recent approaches such as PO-GPL (Gu et al., 2021) and FEAT (Rahman et al., 2023), that require at some stage fully observable states of the environment, actions of teammates, or both, or approaches such as ATPO (Ribeiro et al., 2023) that require the environments to be small enough to be tabularly modelled (Ribeiro et al., 2023), in their work up to 4.8K states and 1.7K observations, we show RecBayes is both able to handle arbitrarily large spaces while never relying on either states and teammates' actions. Our results in benchmark domains from the multi-agent systems literature, adapted for partial observability and scaled up to 1M states and 2^125 observations, show that RecBayes is effective at identifying known teams and tasks being performed from partial observations alone, and as a result, is able to assist the teams in solving the tasks effectively.

LGMay 27, 2025
Universal Value-Function Uncertainties

Moritz A. Zanger, Max Weltevrede, Yaniv Oren et al.

Estimating epistemic uncertainty in value functions is a crucial challenge for many aspects of reinforcement learning (RL), including efficient exploration, safe decision-making, and offline RL. While deep ensembles provide a robust method for quantifying value uncertainty, they come with significant computational overhead. Single-model methods, while computationally favorable, often rely on heuristics and typically require additional propagation mechanisms for myopic uncertainty estimates. In this work we introduce universal value-function uncertainties (UVU), which, similar in spirit to random network distillation (RND), quantify uncertainty as squared prediction errors between an online learner and a fixed, randomly initialized target network. Unlike RND, UVU errors reflect policy-conditional value uncertainty, incorporating the future uncertainties any given policy may encounter. This is due to the training procedure employed in UVU: the online network is trained using temporal difference learning with a synthetic reward derived from the fixed, randomly initialized target network. We provide an extensive theoretical analysis of our approach using neural tangent kernel (NTK) theory and show that in the limit of infinite network width, UVU errors are exactly equivalent to the variance of an ensemble of independent universal value functions. Empirically, we show that UVU achieves equal performance to large ensembles on challenging multi-task offline RL settings, while offering simplicity and substantial computational savings.

LGApr 8, 2025
Trust-Region Twisted Policy Improvement

Joery A. de Vries, Jinke He, Yaniv Oren et al.

Monte-Carlo tree search (MCTS) has driven many recent breakthroughs in deep reinforcement learning (RL). However, scaling MCTS to parallel compute has proven challenging in practice which has motivated alternative planners like sequential Monte-Carlo (SMC). Many of these SMC methods adopt particle filters for smoothing through a reformulation of RL as a policy inference problem. Yet, persisting design choices of these particle filters often conflict with the aim of online planning in RL, which is to obtain a policy improvement at the start of planning. Drawing inspiration from MCTS, we tailor SMC planners specifically for RL by improving data generation within the planner through constrained action sampling and explicit terminal state handling, as well as improving policy and value target estimation. This leads to our Trust-Region Twisted SMC (TRT-SMC), which shows improved runtime and sample-efficiency over baseline MCTS and SMC methods in both discrete and continuous domains.

LGJun 3, 2024
Value Improved Actor Critic Algorithms

Yaniv Oren, Moritz A. Zanger, Pascal R. van der Vaart et al.

To learn approximately optimal acting policies for decision problems, modern Actor Critic algorithms rely on deep Neural Networks (DNNs) to parameterize the acting policy and greedification operators to iteratively improve it. The reliance on DNNs suggests an improvement that is gradient based, which is per step much less greedy than the improvement possible by greedier operators such as the greedy update used by Q-learning algorithms. On the other hand, slow changes to the policy can also be beneficial for the stability of the learning process, resulting in a tradeoff between greedification and stability. To better address this tradeoff, we propose to decouple the acting policy from the policy evaluated by the critic. This allows the agent to separately improve the critic's policy (e.g. value improvement) with greedier updates while maintaining the slow gradient-based improvement to the parameterized acting policy. We investigate the convergence of this approach using the popular analysis scheme of generalized Policy Iteration in the finite-horizon domain. Empirically, incorporating value-improvement into the popular off-policy actor-critic algorithms TD3 and SAC significantly improves or matches performance over their respective baselines, across different environments from the DeepMind continuous control domain, with negligible compute and implementation cost.