Scott Fujimoto

LG
h-index10
12papers
10,488citations
Novelty55%
AI Score56

12 Papers

31.2LGJan 27, 2025
Towards General-Purpose Model-Free Reinforcement Learning

Scott Fujimoto, Pierluca D'Oro, Amy Zhang et al.

Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.

16.9LGOct 22, 2025
Imbalanced Gradients in RL Post-Training of Multi-Task LLMs

Runzhe Wu, Ankur Samanta, Ayush Jain et al.

Multi-task post-training of large language models (LLMs) is typically performed by mixing datasets from different tasks and optimizing them jointly. This approach implicitly assumes that all tasks contribute gradients of similar magnitudes; when this assumption fails, optimization becomes biased toward large-gradient tasks. In this paper, however, we show that this assumption fails in RL post-training: certain tasks produce significantly larger gradients, thus biasing updates toward those tasks. Such gradient imbalance would be justified only if larger gradients implied larger learning gains on the tasks (i.e., larger performance improvements) -- but we find this is not true. Large-gradient tasks can achieve similar or even much lower learning gains than small-gradient ones. Further analyses reveal that these gradient imbalances cannot be explained by typical training statistics such as training rewards or advantages, suggesting that they arise from the inherent differences between tasks. This cautions against naive dataset mixing and calls for future work on principled gradient-level corrections for LLMs.

18.8LGOct 15, 2025
Simplicial Embeddings Improve Sample Efficiency in Actor-Critic Agents

Johan Obando-Ceron, Walter Mayor, Samuel Lavoie et al. · mila

Recent works have proposed accelerating the wall-clock training time of actor-critic methods via the use of large-scale environment parallelization; unfortunately, these can sometimes still require large number of environment interactions to achieve a desired level of performance. Noting that well-structured representations can improve the generalization and sample efficiency of deep reinforcement learning (RL) agents, we propose the use of simplicial embeddings: lightweight representation layers that constrain embeddings to simplicial structures. This geometric inductive bias results in sparse and discrete features that stabilize critic bootstrapping and strengthen policy gradients. When applied to FastTD3, FastSAC, and PPO, simplicial embeddings consistently improve sample efficiency and final performance across a variety of continuous- and discrete-control environments, without any loss in runtime speed.

7.1LGJun 20, 2025Code
Sparse-Reg: Improving Sample Complexity in Offline Reinforcement Learning using Sparsity

Samin Yeasar Arnob, Scott Fujimoto, Doina Precup · mila

In this paper, we investigate the use of small datasets in the context of offline reinforcement learning (RL). While many common offline RL benchmarks employ datasets with over a million data points, many offline RL applications rely on considerably smaller datasets. We show that offline RL algorithms can overfit on small datasets, resulting in poor performance. To address this challenge, we introduce "Sparse-Reg": a regularization technique based on sparsity to mitigate overfitting in offline reinforcement learning, enabling effective learning in limited data settings and outperforming state-of-the-art baselines in continuous control.

4.6LGDec 22, 2024
Fairness in Reinforcement Learning with Bisimulation Metrics

Sahand Rezaei-Shoshtari, Hanna Yurchyk, Scott Fujimoto et al. · mila

Ensuring long-term fairness is crucial when developing automated decision making systems, specifically in dynamic and sequential environments. By maximizing their reward without consideration of fairness, AI agents can introduce disparities in their treatment of groups or individuals. In this paper, we establish the connection between bisimulation metrics and group fairness in reinforcement learning. We propose a novel approach that leverages bisimulation metrics to learn reward functions and observation dynamics, ensuring that learners treat groups fairly while reflecting the original problem. We demonstrate the effectiveness of our method in addressing disparities in sequential decision making problems through empirical evaluation on a standard fairness benchmark consisting of lending and college admission scenarios.

51.0LGJun 12, 2021Code
A Minimalist Approach to Offline Reinforcement Learning

Scott Fujimoto, Shixiang Shane Gu

Offline reinforcement learning (RL) defines the task of learning from a fixed batch of data. Due to errors in value estimation from out-of-distribution actions, most offline RL algorithms take the approach of constraining or regularizing the policy with the actions contained in the dataset. Built on pre-existing RL algorithms, modifications to make an RL algorithm work offline comes at the cost of additional complexity. Offline RL algorithms introduce new hyperparameters and often leverage secondary components such as generative models, while adjusting the underlying RL algorithm. In this paper we aim to make a deep RL algorithm work while making minimal changes. We find that we can match the performance of state-of-the-art offline RL algorithms by simply adding a behavior cloning term to the policy update of an online RL algorithm and normalizing the data. The resulting algorithm is a simple to implement and tune baseline, while more than halving the overall run time by removing the additional computational overhead of previous methods.

13.1LGJun 12, 2021Code
A Deep Reinforcement Learning Approach to Marginalized Importance Sampling with the Successor Representation

Scott Fujimoto, David Meger, Doina Precup

Marginalized importance sampling (MIS), which measures the density ratio between the state-action occupancy of a target policy and that of a sampling distribution, is a promising approach for off-policy evaluation. However, current state-of-the-art MIS methods rely on complex optimization tricks and succeed mostly on simple toy problems. We bridge the gap between MIS and deep reinforcement learning by observing that the density ratio can be computed from the successor representation of the target policy. The successor representation can be trained through deep reinforcement learning methodology and decouples the reward optimization from the dynamics of the environment, making the resulting algorithm stable and applicable to high-dimensional domains. We evaluate the empirical performance of our approach on a variety of challenging Atari and MuJoCo environments.

16.5LGJul 12, 2020Code
An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay

Scott Fujimoto, David Meger, Doina Precup

Prioritized Experience Replay (PER) is a deep reinforcement learning technique in which agents learn from transitions sampled with non-uniform probability proportionate to their temporal-difference error. We show that any loss function evaluated with non-uniformly sampled data can be transformed into another uniformly sampled loss function with the same expected gradient. Surprisingly, we find in some environments PER can be replaced entirely by this new loss function without impact to empirical performance. Furthermore, this relationship suggests a new branch of improvements to PER by correcting its uniformly sampled loss function equivalent. We demonstrate the effectiveness of our proposed modifications to PER and the equivalent loss function in several MuJoCo and Atari environments.

34.0LGOct 3, 2019
Benchmarking Batch Deep Reinforcement Learning Algorithms

Scott Fujimoto, Edoardo Conti, Mohammad Ghavamzadeh et al.

Widely-used deep reinforcement learning algorithms have been shown to fail in the batch setting--learning from a fixed data set without interaction with the environment. Following this result, there have been several papers showing reasonable performances under a variety of environments and batch settings. In this paper, we benchmark the performance of recent off-policy and batch reinforcement learning algorithms under unified settings on the Atari domain, with data generated by a single partially-trained behavioral policy. We find that under these conditions, many of these algorithms underperform DQN trained online with the same amount of data, as well as the partially-trained behavioral policy. To introduce a strong baseline, we adapt the Batch-Constrained Q-learning algorithm to a discrete-action setting, and show it outperforms all existing algorithms at this task.

20.2CVJan 31, 2019Code
GEOMetrics: Exploiting Geometric Structure for Graph-Encoded Objects

Edward J. Smith, Scott Fujimoto, Adriana Romero et al.

Mesh models are a promising approach for encoding the structure of 3D objects. Current mesh reconstruction systems predict uniformly distributed vertex locations of a predetermined graph through a series of graph convolutions, leading to compromises with respect to performance or resolution. In this paper, we argue that the graph representation of geometric objects allows for additional structure, which should be leveraged for enhanced reconstruction. Thus, we propose a system which properly benefits from the advantages of the geometric structure of graph encoded objects by introducing (1) a graph convolutional update preserving vertex information; (2) an adaptive splitting heuristic allowing detail to emerge; and (3) a training objective operating both on the local surfaces defined by vertices as well as the global structure defined by the mesh. Our proposed method is evaluated on the task of 3D object reconstruction from images with the ShapeNet dataset, where we demonstrate state of the art performance, both visually and numerically, while having far smaller space requirements by generating adaptive meshes

49.0LGDec 7, 2018Code
Off-Policy Deep Reinforcement Learning without Exploration

Scott Fujimoto, David Meger, Doina Precup

Many practical applications of reinforcement learning constrain agents to learn from a fixed batch of data which has already been gathered, without offering further possibility for data collection. In this paper, we demonstrate that due to errors introduced by extrapolation, standard off-policy deep reinforcement learning algorithms, such as DQN and DDPG, are incapable of learning with data uncorrelated to the distribution under the current policy, making them ineffective for this fixed batch setting. We introduce a novel class of off-policy algorithms, batch-constrained reinforcement learning, which restricts the action space in order to force the agent towards behaving close to on-policy with respect to a subset of the given data. We present the first continuous control deep reinforcement learning algorithm which can learn effectively from arbitrary, fixed batch data, and empirically demonstrate the quality of its behavior in several tasks.

66.5AIFeb 26, 2018Code
Addressing Function Approximation Error in Actor-Critic Methods

Scott Fujimoto, Herke van Hoof, David Meger

In value-based reinforcement learning methods such as deep Q-learning, function approximation errors are known to lead to overestimated value estimates and suboptimal policies. We show that this problem persists in an actor-critic setting and propose novel mechanisms to minimize its effects on both the actor and the critic. Our algorithm builds on Double Q-learning, by taking the minimum value between a pair of critics to limit overestimation. We draw the connection between target networks and overestimation bias, and suggest delaying policy updates to reduce per-update error and further improve performance. We evaluate our method on the suite of OpenAI gym tasks, outperforming the state of the art in every environment tested.