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Bilal Piot

26 accepted papers

2025

Building Math Agents with Multi-Turn Iterative Preference Learning

ICLR 2025poster

Recent studies have shown that large language models' (LLMs) mathematical problem-solving capabilities can be enhanced by integrating external tools, such as code interpreters, and employing multi-turn Chain-of-Thought (CoT) reasoning. While current methods focus on synthetic data generation and Sup…

Cited by 24SourcePDFScholar
2025

Learning from negative feedback, or positive feedback or both

ICLR 2025spotlight

Existing preference optimization methods often assume scenarios where paired preference feedback (preferred/positive vs. dis-preferred/negative examples) is available. This requirement limits their applicability in scenarios where only unpaired feedback—for example, either positive or negative— is a…

Cited by 0SourcePDFScholar
2025

RRM: Robust Reward Model Training Mitigates Reward Hacking

ICLR 2025poster

Reward models (RMs) play a pivotal role in aligning large language models (LLMs) with human preferences. However, traditional RM training, which relies on response pairs tied to specific prompts, struggles to disentangle prompt-driven preferences from prompt-independent artifacts, such as response l…

Cited by 0SourcePDFScholar
2024

A General Theoretical Paradigm to Understand Learning from Human Preferences

AISTATS 2024poster

The prevalent deployment of learning from human preferences through reinforcement learning (RLHF) relies on two important approximations: the first assumes that pairwise preferences can be substituted with pointwise rewards. The second assumes that a reward model trained on these pointwise rewards c…

2024

Generalized Preference Optimization: A Unified Approach to Offline Alignment

ICML 2024poster

Offline preference optimization allows fine-tuning large models directly from offline data, and has proved effective in recent alignment practices. We propose generalized preference optimization (GPO), a family of offline losses parameterized by a general class of convex functions. GPO enables a uni…

Cited by 83SourcePDFScholar
2024

Human Alignment of Large Language Models through Online Preference Optimisation

ICML 2024poster

Ensuring alignment of language model's outputs with human preferences is critical to guarantee a useful, safe, and pleasant user experience. Thus, human alignment has been extensively studied recently and several methods such as Reinforcement Learning from Human Feedback (RLHF), Direct Policy Optimi…

Cited by 40SourcePDFScholar
2024

Multi-turn Reinforcement Learning with Preference Human Feedback

NeurIPS 2024poster

Reinforcement Learning from Human Feedback (RLHF) has become the standard approach for aligning Large Language Models (LLMs) with human preferences, allowing LLMs to demonstrate remarkable abilities in various tasks. Existing methods work by emulating the human preference at the single decision (tu…

Cited by 17SourcePDFScholar
2024

Nash Learning from Human Feedback

ICML 2024spotlight

Reinforcement learning from human feedback (RLHF) has emerged as the main paradigm for aligning large language models (LLMs) with human preferences. Traditionally, RLHF involves the initial step of learning a reward model from pairwise human feedback, i.e., expressed as preferences between pairs of…

Cited by 129SourcePDFScholar
2024

Unlocking the Power of Representations in Long-term Novelty-based Exploration

ICLR 2024spotlight

We introduce Robust Exploration via Clustering-based Online Density Estimation (RECODE), a non-parametric method for novelty-based exploration that estimates visitation counts for clusters of states based on their similarity in a chosen embedding space. By adapting classical clustering to the nonsta…

Cited by 6SourcePDFScholar
2023

The Edge of Orthogonality: A Simple View of What Makes BYOL Tick

ICML 2023poster

Self-predictive unsupervised learning methods such as BYOL or SimSIAM have shown impressive results, and counter-intuitively, do not collapse to trivial representations. In this work, we aim at exploring the simplest possible mathematical arguments towards explaining the underlying mechanisms behind…

Cited by 8SourcePDFScholar
2023

Understanding Self-Predictive Learning for Reinforcement Learning

ICML 2023poster

We study the learning dynamics of self-predictive learning for reinforcement learning, a family of algorithms that learn representations by minimizing the prediction error of their own future latent representations. Despite its recent empirical success, such algorithms have an apparent defect: trivi…

Cited by 34SourcePDFScholar
2022

BYOL-Explore: Exploration by Bootstrapped Prediction

NeurIPS 2022accept

We present BYOL-Explore, a conceptually simple yet general approach for curiosity-driven exploration in visually complex environments. BYOL-Explore learns the world representation, the world dynamics and the exploration policy all-together by optimizing a single prediction loss in the latent space w…

Cited by 76SourcePDFScholar
2022

Emergent Communication at Scale

ICLR 2022spotlight

Emergent communication aims for a better understanding of human language evolution and building more efficient representations. We posit that reaching these goals will require scaling up, in contrast to a significant amount of literature that focuses on setting up small-scale problems to tease out d…

2020

Agent57: Outperforming the Atari Human Benchmark

ICML 2020poster

Atari games have been a long-standing benchmark in the reinforcement learning (RL) community for the past decade. This benchmark was proposed to test general competency of RL algorithms. Previous work has achieved good average performance by doing outstandingly well on many games of the set, but ver…

Cited by 759SourcePDFScholar
2020

Bootstrap Latent-Predictive Representations for Multitask Reinforcement Learning

ICML 2020poster

Learning a good representation is an essential component for deep reinforcement learning (RL). Representation learning is especially important in multitask and partially observable settings where building a representation of the unknown environment is crucial to solve the tasks. Here we introduce Pr…

Cited by 173SourcePDFScholar
2020

Bootstrap Your Own Latent - A New Approach to Self-Supervised Learning

NeurIPS 2020oral

We introduce Bootstrap Your Own Latent (BYOL), a new approach to self-supervised image representation learning. BYOL relies on two neural networks, referred to as online and target networks, that interact and learn from each other. From an augmented view of an image, we train the online network to p…

2020

Never Give Up: Learning Directed Exploration Strategies

ICLR 2020poster

We propose a reinforcement learning agent to solve hard exploration games by learning a range of directed exploratory policies. We construct an episodic memory-based intrinsic reward using k-nearest neighbors over the agent's recent experience to train the directed exploratory policies, thereby enco…

Cited by 410SourceScholar
2019

Hindsight Credit Assignment

NeurIPS 2019spotlight

We consider the problem of efficient credit assignment in reinforcement learning. In order to efficiently and meaningfully utilize new data, we propose to explicitly assign credit to past decisions based on the likelihood of them having led to the observed outcome. This approach uses new information…

2018

Actor-Critic Fictitious Play in Simultaneous Move Multistage Games

AISTATS 2018poster

Fictitious play is a game theoretic iterative procedure meant to learn an equilibrium in normal form games. However, this algorithm requires that each player has full knowledge of other players’ strategies. Using an architecture inspired by actor-critic algorithms, we build a stochastic approximatio…

Cited by 0SourcePDFScholar
2018

Noisy Networks For Exploration

ICLR 2018poster

We introduce NoisyNet, a deep reinforcement learning agent with parametric noise added to its weights, and show that the induced stochasticity of the agent’s policy can be used to aid efficient exploration. The parameters of the noise are learned with gradient descent along with the remaining networ…

Cited by 1259SourcePDFScholar
2018

The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning

ICLR 2018poster

In this work we present a new agent architecture, called Reactor, which combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN (Wang et al., 2016) and Categorical DQN (Bellemare et al., 2017), while giving better r…

Cited by 116SourcePDFScholar
2017

Learning Nash Equilibrium for General-Sum Markov Games from Batch Data

AISTATS 2017poster

This paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MGs) in a batch setting. As the number of players increases in MG, the agents may either collaborate or team apart to increase their final rewards. One solution to address this pro…

2016

On the Use of Non-Stationary Strategies for Solving Two-Player Zero-Sum Markov Games

AISTATS 2016poster

The main contribution of this paper consists in extending several non-stationary Reinforcement Learning (RL) algorithms and their theoretical guarantees to the case of γ-discounted zero-sum Markov Games (MGs). As in the case of Markov Decision Processes (MDPs), non-stationary algorithms are shown to…

Cited by 24SourcePDFScholar
2016

Softened Approximate Policy Iteration for Markov Games

ICML 2016poster

This paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to differe…

Cited by 39SourcePDFScholar
2015

Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games

ICML 2015poster

This paper provides an analysis of error propagation in Approximate Dynamic Programming applied to zero-sum two-player Stochastic Games. We provide a novel and unified error propagation analysis in L_p-norm of three well-known algorithms adapted to Stochastic Games (namely Approximate Value Iteratio…

Cited by 140SourcePDFScholar