Girolamo Macaluso

LG
h-index36
5papers
16citations
Novelty40%
AI Score39

5 Papers

AIJul 12, 2024
A Benchmark Environment for Offline Reinforcement Learning in Racing Games

Girolamo Macaluso, Alessandro Sestini, Andrew D. Bagdanov

Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.

50.4LGMay 7
SOPE: Stabilizing Off-Policy Evaluation for Online RL with Prior Data

Carlo Romeo, Girolamo Macaluso, Alessandro Sestini et al.

Incorporating prior data into online reinforcement learning accelerates training but typically forces a difficult trade-off between high computational costs and long, multi-stage training pipelines. While fixed-length stabilization phases are significantly more computationally efficient than static update schedules, they require task-dependent manual tuning, risking either the waste of prior knowledge or severe overfitting. To address this, we propose SOPE, an algorithm that uses an actor-aligned Off-Policy Policy Evaluation (OPE) signal as an automated early-stopping mechanism to dynamically control the length of offline training phases. By evaluating the critic on a held-out validation split under the current policy's action distribution, SOPE halts gradient updates exactly when out-of-distribution benefits saturate, eliminating the need for manual schedule tuning. Evaluated on 25 continuous control tasks from the Minari benchmark suite, SOPE improves baseline performance by up to 45.6% while reducing the required TFLOPs by up to 22x, thus balancing the tradeoff between sample and computational efficiency. These findings demonstrate that adaptive, evaluation-driven update schedules are more effective than relying on static, exhaustive update schedules.

LGDec 15, 2023
Small Dataset, Big Gains: Enhancing Reinforcement Learning by Offline Pre-Training with Model Based Augmentation

Girolamo Macaluso, Alessandro Sestini, Andrew D. Bagdanov

Offline reinforcement learning leverages pre-collected datasets of transitions to train policies. It can serve as effective initialization for online algorithms, enhancing sample efficiency and speeding up convergence. However, when such datasets are limited in size and quality, offline pre-training can produce sub-optimal policies and lead to degraded online reinforcement learning performance. In this paper we propose a model-based data augmentation strategy to maximize the benefits of offline reinforcement learning pre-training and reduce the scale of data needed to be effective. Our approach leverages a world model of the environment trained on the offline dataset to augment states during offline pre-training. We evaluate our approach on a variety of MuJoCo robotic tasks and our results show it can jump-start online fine-tuning and substantially reduce - in some cases by an order of magnitude - the required number of environment interactions.

LGJan 15, 2025
SPEQ: Offline Stabilization Phases for Efficient Q-Learning in High Update-To-Data Ratio Reinforcement Learning

Carlo Romeo, Girolamo Macaluso, Alessandro Sestini et al.

High update-to-data (UTD) ratio algorithms in reinforcement learning (RL) improve sample efficiency but incur high computational costs, limiting real-world scalability. We propose Offline Stabilization Phases for Efficient Q-Learning (SPEQ), an RL algorithm that combines low-UTD online training with periodic offline stabilization phases. During these phases, Q-functions are fine-tuned with high UTD ratios on a fixed replay buffer, reducing redundant updates on suboptimal data. This structured training schedule optimally balances computational and sample efficiency, addressing the limitations of both high and low UTD ratio approaches. We empirically demonstrate that SPEQ requires from 40% to 99% fewer gradient updates and 27% to 78% less training time compared to state-of-the-art high UTD ratio methods while maintaining or surpassing their performance on the MuJoCo continuous control benchmark. Our findings highlight the potential of periodic stabilization phases as an effective alternative to conventional training schedules, paving the way for more scalable reinforcement learning solutions in real-world applications where computational resources are constrained.

CVOct 8, 2025
No MoCap Needed: Post-Training Motion Diffusion Models with Reinforcement Learning using Only Textual Prompts

Girolamo Macaluso, Lorenzo Mandelli, Mirko Bicchierai et al.

Diffusion models have recently advanced human motion generation, producing realistic and diverse animations from textual prompts. However, adapting these models to unseen actions or styles typically requires additional motion capture data and full retraining, which is costly and difficult to scale. We propose a post-training framework based on Reinforcement Learning that fine-tunes pretrained motion diffusion models using only textual prompts, without requiring any motion ground truth. Our approach employs a pretrained text-motion retrieval network as a reward signal and optimizes the diffusion policy with Denoising Diffusion Policy Optimization, effectively shifting the model's generative distribution toward the target domain without relying on paired motion data. We evaluate our method on cross-dataset adaptation and leave-one-out motion experiments using the HumanML3D and KIT-ML datasets across both latent- and joint-space diffusion architectures. Results from quantitative metrics and user studies show that our approach consistently improves the quality and diversity of generated motions, while preserving performance on the original distribution. Our approach is a flexible, data-efficient, and privacy-preserving solution for motion adaptation.